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The game

Remember when online games felt like a journey?

A 2D MMORPG made the way the classics were made - a world drawn square by square, shared by everyone who is online.

Dillei Online is a massively multiplayer online role-playing game - an MMORPG - made the way the classics were made: a top-down 2D world drawn square by square, where the map is yours to learn, the caves are dark until you bring a light, and the people you meet on the road matter. Nobody walks you through it. You find the shops, you learn which hunting ground fits your level, and you remember the way back.

Every drawing in the game is made for Dillei — the creatures, the outfits, the swords, the ships. The world is one shared place for everyone who is online: the troll you are fighting is the troll someone else wanted, the dragon lair is safer with a party, and the backpack you lost in the deep is still lying there when you come back for it.

  • Hand-drawn pixel artOur own art, from the grass to the dragons.
  • One shared worldEveryone online plays on the same map, at the same time.
  • Choices that countYour class is for life, and a death costs you something.
  • Fair by designThe server decides every hit, step and coin — there is nothing for a cheat to change.

What you'll find

Built for the long road

Open PvP

On Grimvald, the world of Dillei Online, players can fight each other. Fair fights are free - attacking someone who did nothing to you marks you with a skull.

Death that matters

Fall and you lose part of your experience, and your backpack drops where you died. Your body stays there for a while — with the names of who killed you.

Parties

Hunt together and share the experience. A warrior in front, a ranger behind and a mage keeping everyone alive is how the deep places are cleared.

Hunting tasks

The task master in the north pays in gold or experience for hunting the creatures you choose — one hunt at a time, three for supporters.

Boats and harbours

Captains sail between the islands for a fare that grows with the distance. Supporters sail to every dock, and anyone can always sail home to Dillei.

Light and darkness

Lamps light the city streets; the caves are dark. Say ilo for a light before you go down, and watch the corners.

Weight and the bank

Everything you carry weighs something, and your capacity grows as you level. What you can't carry waits in your deposit box at the bank.

Tactics

Barricade barrels and magic walls block a corridor or cover a retreat. Protection zones in the temple and the bank keep you safe when you need a breather - unless you just attacked a player.

Quests and a story

Thirty quests in four chapters tell the story of the Ember Seals. The quest log keeps your progress and gives a hint for every step - never the answer. Read the story.

The seal keepers

Nine great bosses, each in a sanctum of its own: up to three of you, once a day, fifteen minutes to win - and their best gear is rare enough to be worth a fortune.

A player market

Above the bank, offers to buy and to sell, open day and night: your gold goes to the bank and what you buy waits in your deposit box, even while you are away.

Your controls

Walk with WASD, the arrows or a click on the map. Every key and mouse combination can be changed, and the game keeps itself up to date.

In the game

See it for yourself

A party of four traps a red-skulled warrior between magic walls and a barrel while violet fire bursts all round them
PvP as it is played: a party traps a red skull between magic walls and a barrel, and the fire comes down.
A pillar of violet light rising from a mythical treasure dropped by a dragon beside a lava lake, a MYTHICAL banner above
A mythical treasure falls in the dragon lair - and the whole world hears of it.
A ship moored at a wooden pier, a captain waiting at its end and a troll on the shore
The city harbour: the captains sail from here to the far islands.
The death screen: slain by a dragon, the experience and skills it took, what lies on the body and whose blows did it
Every death tells its story: what it took, what it left behind, and by whose hand.
Orc warlords, leaders, shamans and a spearman around a wooden hall in a dirt camp
The warlords' hall in the orc war camp on the Eastern Isle.
A snowy mountain top with rocks, a yeti and the frost jarl
The top of Greyspine, where the frost jarl rules the snow.
Dillei Online

Your journey starts on the steps of the temple. Free to play, and the beta test is open — be there first.