Mekria started in 2012 as an idea based on our team's personal experience. As we began work, we realized technology wasn't quite where we needed it to be. It wasn't until late 2015 that industry-standard technology caught up to the requirements we were looking for. Everything from the game engine to user PC's finally met in the middle for us to create a unique user experience in the MMO community. Development officially started in 2016 with 20 volunteer teammembers.
Faction betrayal will allow users to betray their race. Our developers have created a unique mechanic that involves a deep side-story that makes the player really think about the consequences of their decision. It goes far beyond betraying your friends and family, but your community and online home. The player can never go back.
The world focuses around the decisions of the player, very much like a ripple effect. Players work together as a group and a community. For instance, if players decide to engage in player vs player (PvP) and destroy towns, the market will shut down and commerce will come to a screeching halt. Players will either have to rebuild or hire NPC's to rebuild.
This also means that players who destroy the fabric of the world, they will be identified as criminals and placed onto a bounty quest board. This affects the world in an entirely new dynamic compared to the traditional outlaw system established in today's MMOs.
Mekria will have a monthly subscription with free large content updates.
You can help support us on Kickstarter: https://www.kickstarter.com/projects/ios/mekria-online
Alpha is planned for mid to late 2017 while Beta is currently scheduled for release in 2018. This is subject to change.
Kickstarter backers / founders will be the first to be invited to alpha and beta testing. There will be other opportunities in the future to get involved in beta testing.
Mekria is slated for a fourth quarter launch at the end of 2020.
Initially we will launch on PC. We plan to launch to PS4 at a later date.
Minimum requirements will be:
This is subject to change.
Yes, it is a critical element in our consequence system.
We have implemented a system to identify how many players are on the battlefield and support them with an alliance system depending on the disparity. Zerging will no longer be an issue.
Only if you betray them via our Betrayal System.
It will impact commerce, territory, and daily quests.
Players that grief low-level players will automatically be marked as a criminal. A sizeable bounty will be placed on their head and a debt to pay back. Be careful who you kill!
PvE content will be present on a massive scale. We're excited to introduce our world to you!
Our innovative gameplay, player classes, and player decisions make our game unique. Our classes break away from traditional class confinements, offering new ways that all classes are played. Our player base will quickly realize what fits their playstyle, and how they contribute to a team.
Most definitely! We have taken an innovative approach that is an homeage to a PlayStation classic. Let's see who can figure it out..