This page is a snapshot of where things stand right now — feature by feature.
Everything here is Phase 1 — the first version of each system. Some of it is rough. Some of it might change completely.
These gifs and screenshots are early, messy, and temporary by design. We’re sharing progress, not polish.
Core Features
Melee Combat
Melee combat in Siwenna is heavily inspired by Ultima Online, but with one small change: each weapon has a swing time. In UO, damage was applied instantly as long as you were in range.
Since this is a 3D game, it’s important to actually see the weapon swing — not just check if you’re standing close — so it feels more natural.
Here’s how it works so far:
- If you’re near a target, the swing begins
- The weapon animation plays
- If you’re still near the target, damage is applied
- Then you wait for the weapon’s attack speed before the next swing
Now let’s talk about skills. For now, only Swords will be enabled — it affects your hit chance. Tactics skill, increases your damage across all melee types. In the future, we plan to add more weapon types like axes, polearms, daggers, and others — each with their own feel and strengths.
We’re keeping melee slow and meditative — like in older MMOs where each swing really mattered. No crowded hotbars, no fast clicking. Just a few decisions, and a rhythm you can settle into.
This system is still rough. Animations aren’t final, and we haven’t added impact effects yet — but it works, and it’s one of the main things we’ll be testing in the first playtest.

Inventory & Equipment
Status: Phase 1 ready
Phase 1
- Drag-and-drop system
- Equip/unequip with double-click or drag
- Supports gear visuals and basic slots

UI
Status: Phase 1 ready
Phase 1
- Functional placeholder UI
- Enough to play and test
- Expect major revisions in future phases

Networking & Persistence
Status: Phase 1 ready
Phase 1
- Built on top of ModernUO’s core networking
- Stable and performant
- Saves the world and player data reliably
Buffs and debuffs
Status: Phase 1 in development
Phase 1
- Buffs show up on a character
- Enemy buffs appear near their health bar
- Tick counters, durations, and stacks

Hotbar
Status: Phase 1 in progress
Phase 1
- Drop items or abilities into hotbar slots
- Trigger with clicks or hotkeys
- Reacts to conditions (cooldowns, not enough mana, distance to target)

Abilities
Status: Phase 1 ready
Phase 1:
- A few core abilities, with different behavior (instant, have cast time)
- Used via the hotbar or hotkey
- Cooldowns

Creature Spawners
Status: Phase 1 ready
Phase 1:
- Leveraging ModernUO’s spawner system
- Can define spawn zones, rules, and timers
- Good enough to populate areas for early playtests
Achievements
Status: Planned for later phases
Housing
Status: Planned for later phases
Leaderboards
Status: Planned for later phases
Crafting
Status: Planned for later phases
Resource gathering
Status: in progress, out of scope for the first playtests


Death and respawn
Status: Phase 1 ready
Phase 1
- Players can die and respawn
- Players need to return to their corpse to loot their gear

Trading (vendors)
Status: Planned for later phases
Character Creation
Status: Phase 1 ready.
Phase 1:
- One character per account
- Auto-created on login with randomized attributes
- No UI yet, just functionality

Camera
Status: Phase 1 ready
Phase 1
- Classic isometric top-down view
- Locked perspective for now
Launcher
Phase 1
- Simple UI
- Downloads, updates and launches the game

Game Login
Status: Phase 1 ready
Phase 1:
- Passwordless login
- Fast and frictionless for early testing

Chat
Status: Phase 1 in progress
- Local and global chat implemented
- Message visibility based on proximity (local)

Content
Skills / Stats / Attributes
Status: Phase 1 ready
Phase 1
- Using ModernUO defaults
- Covers basics combat formulas



Character Design
Status: Phase 1 ready
Phase 1:
- Using store-bought low-poly assets
Dungeons
Status: Planned for later phases
Creatures
Status: Planned for later phases
World & Environment
Status: Phase 1 in progress
Phase 1:
- Simple prototype world map
- Barebones terrain + props
- Focus is on engine functionality first, map next
Curious to see more or give feedback?
👉 Join us on Discord to follow development and help shape the game.