The following is an official news post, originally available here.
We wanted to clarify a few things about pre-ordering Corepunk, and share a few upcoming improvements! Details below.
Currently we support payment with major credit cards, but we recognize that not everywhere in the world has access to them. We are working to add support for more ways to pre-order Corepunk, and expect to have them up and running before the start of Alpha Playtest 4 on August 6th, 2024.
We are working on a regional pricing solution for our friends in South America, and we hope to have that figured out before the start of Alpha Playtest 4. We are grateful for your interest and support, and want to ensure you are paying a fair price.
Just follow these steps:
Adventurers, we see you in every corner of the world, and there are more and more of us every day. We’re excited that you want to purchase Corepunk, join us in the world of Kwalat, and challenge yourself! We are working hard to make the game accessible to everyone, everywhere. Our journey has only just begun, so please be patient. Some updates will take time, but we are working just as fast as we can. Thank you for standing by us. We will do the same.
Thank you all for your immense support!
Keep moving forward!
The much-anticipated game, “Light Bless the King,” the first chapter in the Corepunk saga, is now available for pre-order. This installment immerses players in the world of the Elaniens, one of the game's four main cultures. The Elaniens, under the leadership of their visionary king, have unified various factions and brought advanced light technologies to their capital, Leithana. Renowned for its photonic gadgets and mana-driven robots, Leithana stands as a beacon of progress and defense against the ominous Valley of Sins. Players will explore the rich history, technological marvels, and the unyielding valor of the Lightbearers in their quest to protect the kingdom.
Three pre-order packages are available, each offering unique bonuses and exclusive items:
To enjoy “Light Bless the King” at its best, ensure your system meets or exceeds the following requirements:
Don’t miss your chance to be among the first to experience the epic journey of the Elaniens in “Light Bless the King.” Choose the pre-order package that suits you best and prepare for an adventure filled with light-based technology, heroic battles, and a rich narrative.
The following is an official news post, originally available here.
We have finally launched the affiliate program and would like to provide more detailed explanations.
The program will operate in a test mode for a while as we also gain experience and learn in this area. We may make mistakes or encounter issues, but we will always try to improve the quality. We will see how the program works, listen to your feedback, and then finalize it. For now, everything is temporary and in an alpha testing mode, and it may change depending on the situation and your feedback. If any issues arise, we will address them as we go.
So, we are testing not only the game but also the affiliate program.
Until the start of early access, we will set payouts for the program within 60 days. This is done considering that we expect most returns after the Alpha 4 test. We understand that most players will come to try the game, and those who do not like it will refund their money. For our convenience, security, and the convenience of affiliate program participants, it will be more logical to pay the commission after the Alpha 4 test, after the main wave of refunds.
After the start of early access, we plan to switch to monthly commission payouts every 30 days.
IMPORTANT:
An affiliate will not be able to receive a commission from their own link.
An affiliate can claim a payout only starting from a commission amount of 20 euros and above.
Friends, we want to note that this is a new experience for us, including sales, marketing, and the affiliate program. Our main desire is to provide opportunities for our community, for those who support us, to have more opportunities for self-realization in the Corepunk universe. But we also want to say that only time and experience will show how effective this effort from our side will be.
Sign up at: af.corepunk.com
Disclaimer: This page may look bad on some Windows machines with antivirus software due to a CSS file in the default theme having conflicts. We’re working with UpPromote to fix it ASAP. Sorry for the inconvenience.
See you soon! And thank you!
The following is an official news post, originally available here.
Let’s get straight to the point for those who don’t like reading long texts 🙂 The next few lines contain 90% of the necessary information.
We will release the game in early access on November 26, 2024.
Pre-orders will start tomorrow, July 12, at 8 PM Amsterdam time.
The next Alpha 4 test will last a month and will run from August 6 to September 6. All participants of Alpha Test 1 and those who purchased a pre-order will be invited to this test.
Now for a lot of text - we’ll cover several important topics.
As developers, Alpha-3 went very well for us. We hosted 50,000 players and successfully tested several key fixes to our infrastructure, significantly improving the game’s smoothness and stability. Although shards and other technical aspects still require our time and attention, we can now confidently say that we’ve eliminated the root causes of these errors and there are no more unknowns for us. We are aware of all existing bugs and vulnerabilities and are actively working on them. With each phase, you will feel more stability, smoothness, and tactile feedback.
The same goes for gameplay; everything went better than well for us. Your creative approaches to exploring and mastering the content are impressive. We’ve never seen such a variety of play styles before; it’s a great experience for us. Every aspect of the game - gathering, crafting, PvE, PvP, questing, and world exploration - has found its players. This is precisely how Corepunk was envisioned; game systems should allow you to dabble in everything or dive deeply into one direction.
Corepunk is a huge, lively, and rich open world, full of secrets and opportunities. The model is “entertain yourself” 🙂 while Corepunk is a theme park MMORPG with a sandbox atmosphere and a touch of survival.
We want to clarify - the game requires significant polishing in all directions. Most of what you see in the game today is a work in progress. Animations, effects, questing, mechanics, and everything presented in the game is not the final quality of the product, including visuals, which still have many prototype variations. We polish the game while simultaneously assembling content and producing features. The game is far from our vision of full polish, and this work will continue non-stop.
During the test, we will test several important systems, some of which will add logic to the entire gameplay, and we will refine and balance them together with you during the test. We are very much looking forward to this work. Our goal is to work in real-time with a constantly playing base of players and gain the most benefit through precise balance calibration. Learn and gain experience.
Two important systems that we have previously introduced - the synthesis machine and NPC traders. Both systems are aimed at depth and replayability.
You will be able to level up your character to level 20 (now officially). Accordingly, 3 branches of passive talents will be available. Builds and gameplay will become more diverse.
A new location with new game rules and a new environment will be added to the northern part of the world. In the past test, we tested the concept of a PvP/PvE battleground in the open world and were very pleased with how it played out. We hope that in the next test, the open world battleground will reveal its full potential due to a denser population of characters.
The new location will simulate a dungeon in the open world for players of level 20. The location will be inhabited by strong creatures, bosses, and their minions, and even a fight with the minions will feel like a good challenge, while bosses will require thorough preparation.
Alpha 4 test will have mounts.
Some of this content might not be fully prepared for the test release, but as you level up and strengthen your characters, we will continue to gather, add, and fix new content during the test.
No new weapon specializations will be presented in the test.
We are constantly working on improving all aspects. When we launch the test, it will be an excellent platform for us to test everything we want, find and fix a large number of bugs and problematic areas in the gameplay.
Expect bugs and vulnerabilities in gameplay and other joys of alpha testing. Hopefully, there will be no critical bugs.
We do not plan to wipe progress during the test; we want to see late gameplay when most players have leveled up, are well-equipped, and can engage in end-game PvE and PvP activities. But if a situation arises where we realize that to make the test and feedback effective, we need to wipe the progress and restart the test, we will do so, as effective work during the test is our priority.
Therefore, we want to warn players about this in advance.
In the past test, we did not fully see the PvP component because when we invited more people to the test, high-level players dispersed across servers, and there weren’t enough players in high-level locations. In the next test, when more players level up, there will be significantly more interesting moments.
We will improve the early game experience for the test, but not by balance adjustments, rather by good polishing.
Quests will be fixed, and rewards will be refined and improved. Ideally, we want to make it so that a player who comes to the game for the story and wants to learn the plot, laugh at jokes, or ponder the meaning of life, can engage solely in questing without paying much attention to other activities. At the same time, questing will allow you to level up to the maximum level and gear up. That’s the plan, and we will polish it together with your feedback.
We regret that some players did not like the game, and if you change your mind in the future, we will always be very happy to have you back.
We warmly welcome the many new players who enjoyed the game. Welcome to our community, thank you for your trust, and we will do our best not to let you down.
We are still thinking about trading and considering our options. Obviously, it is impossible to completely avoid RMT (real money trading); this is the flip side of trading, and one cannot exist without the other. The problem arises when it goes beyond reasonable limits. We are looking for effective methods to reduce the negative impact of RMT, and we already have interesting ideas, including information from Alpha 3 test, but we do not harbor illusions that we can completely avoid it. We are still observing and collecting data. The next test will have more potential for data collection in this regard.
The early access servers will launch on November 26, 2024 🙂
To ensure as many players as possible can play Corepunk, we are expanding the number of regions where game servers will be located.
Servers will be located in the following regions:
Unfortunately, we will not be able to provide full and high-quality localization in languages other than English at the start of early access. However, for those who want to play Corepunk, we will connect Eleven Labs to early access, and you will be able to play with text translation in your preferred language.
Regarding wipes during early access, here’s what we want to say - we do not want or plan to wipe after the start of early access, but if a critical bug or exploit (like item duplication) severely damages the gameplay experience, we will act sensibly and, of course, wipe progress and restart the servers.
Players should consider this when deciding to buy or not buy early access.
The next in line are Dwarves and Demons, and if we do not manage to introduce them by early access, they will be the first on the priority list for release shortly after the start of early access.
We will continue to develop “extraction” mechanics in Corepunk, as the game’s open world concept allows us to create interesting game rules in different parts of the world, maintaining a delicate balance between PvE and PvP content.
After early access begins, we will continue to ramp up production. The game will be in an active stage of development until the full release.
Pre-orders will start tomorrow at 8 PM Amsterdam time.
Purchasing a pre-order grants access to Alpha 4 test.
You will be able to purchase preorder on our website.
Note: To obtain the pre-order bonus skin, the player will need to acquire the mount in the game using the same method as other players. The skins have unique markings 405 and 403 and a unique color. These aspects of the skins will be exclusive to pre-orders and will be available for purchase for a limited time. After the pre-order update, the skins in the pre-orders will be sold without the 405 and 403 markings.
These mounts will be available in the game in different colors and without the numbered markings, and they can be obtained through the standard gameplay method.
At any time before the test, during the test, and after the test, until the start of early access, you can always request a refund. We want players to be able to try the game before it goes into early access. We believe that in a month of gameplay, you can understand whether you like the game or not.
If you are not sure the game can bring you joy - do not buy a pre-order.
If you doubt our ability to deliver a high-quality product - do not buy a pre-order.
If you bought the game, but after playing the test you did not like it, even if you played the whole month and decided that the game is not at the level of polish you expected or lacks content - request a refund.
A strong community is essential for a long-term business model, but it is important that people are satisfied with the money spent, understand what they are paying for and what they are getting, and do not have overly high expectations. This is crucial for the success of the game.
For those who are eagerly waiting for Corepunk, we want to say that financially we are capable of bringing the game to full release and even a bit beyond. But if you like the game and what we are doing and decide to buy it, we will be grateful for your support. This will expand our capabilities and allow us to stand more firmly on our feet, knowing that players are voting for us with their money.
Tomorrow, along with the start of pre-orders, we are launching an affiliate program for everyone who wants to participate in promoting the game.
We want to share the revenue with everyone who spends their time on the game. And of course, this approach can positively affect sales.
20% of the game’s sales will go to those who have signed up for the affiliate program.
Now any player who wants to support their favorite streamer or creator of interesting and useful guides, perhaps you want to support your favorite Corepunk website creator or just support a friend who got you into our universe, can use the link from the person they want to support with their purchase, and 20% of the game sale will go into their wallet.
We have no restrictions in this program; anyone can register. The program will work for everyone who wishes to participate.
Tell your friends, acquaintances, or your subscribers about the game; perhaps they will be interested and enjoy the world of Corepunk.
Note: An interesting fact is that the game has almost no middle ground, players have divided into those who loved the game and those who hated it.
P.S.: MMORPG is a rather complex genre. All this time, we have not just been showing the game, but we have been showing ourselves as a team. Who we are, what we are capable of, and how dedicated we are to our goal. Whether we can tackle complex tasks. Whether we can build trust as a studio. Our sales are directly proportional to the community’s trust in us. This is a simple and obvious fact.
Thank you all for these years of faith in us, for all your energy that fuels the universe of Corepunk!
See you soon!
The following is an official news post, originally available here.
Different areas on the map now have different rules, and different consequences for PvP activity. These are described in detail in the game on the tooltips you’ll find near the compass.
Safe Zones (PvE Focused)
Lands Under the Protection of the King (PvE Focused)
The King’s Battlegrounds (PvP Focused)
These creatures are still very much in development
In the case of any of these, log out and back in again and it should reset properly
The following is an official news post, originally available here.
Dear friends, we are preparing for the Alpha 3 test, which will be hosted from July 1 to July 7.
We gathered a lot of useful information from the last test and have worked hard on the problematic areas. Our main focus has been on the technical improvement of the game. It seems we have managed to eliminate the main issue with disconnects, and now we expect your gaming experience to be more stable. Parties should work as intended. We have also optimized the game and hope you will feel the improvements in game smoothness during the test.
Meanwhile, while our technical team works on improving the quality of the technical aspects of gameplay, the rest of the team is actively working on enhancing the game in all other areas.
In the Alpha 3 test, we will introduce some changes that we want to test. Let's go through the points.
We have removed the influence of efficiency on the chance of procs. The ability to gather rare resources and craft items of rare and epic quality now unlocks at a certain level of efficiency. Additionally, the higher the efficiency value of a profession, the harder it is to level up.
We have added a new feature that allows you to lock the efficiency of professions at any moment. If a player locks efficiency, it means that efficiency will not change when engaging in professions, but mana will be consumed for gathering resources and gold for crafting items, depending on the player's level.
As you may have seen from the new efficiency tooltips, in the Alpha 3 test, we are opening the possibility of trading crafted items between players, while gold will remain unavailable for trade. Trading in MMORPGs is a complex issue that we have been thinking about for many years. We are strong advocates of player-to-player trading, and it will definitely be available. However, with the ability to trade comes the issues of real money trade (RMT) and bots. We have ideas on this matter and hope this test will allow us to gather the necessary data on player behavior regarding trading, which will give us more information for making better decisions for early access.
Crafted items now have value and can be sold to NPCs for gold.
Looking ahead at game design:
This feature will not be in this test, but in our next iteration, NPCs will be able to sell you items from a random assortment at varying prices. Additionally, traders will buy items from you at different prices. All traders will have different amounts of gold in their inventory, meaning an NPC cannot buy everything from you, only up to a certain amount. Players will need to trade with different NPCs to find the best deals. Players will be able to earn gold by creating items and selling them to NPCs with the best offers. The next step in NPC development after the trader system will be an interesting feature that will make gameplay much deeper and more immersive through interaction with reputation, which will unlock the full potential of NPC interaction systems such as quests, trading, etc. Overall, with each iteration of this system, the gameplay interaction with the world and NPCs will significantly deepen and expand, providing ample replayability content.
We will increase the world for this test by approximately 40%, unlocking the eastern part of the location from Goldenfield. With the expansion of the world, the game rules have also been updated. All locations on the map have their own rules. PVE and PVP-oriented locations have different rules, such as what drops in them, different penalty systems, and other differences.
The western part of the world to the left of Goldenfield will be PVE-oriented and consist of two types of locations: "Safe Zone" and "Lands under the Protection of the King." The punishment for death will be minimal, while the penalty for killing a player will be high. Criminals will lose all items, including those equipped in active slots, upon death. The PVE part of the world contains a large number of NPCs and is designed for peaceful, steady farming. The purpose is to explore the world, gather resources, learn NPC stories and lore, complete quests, and craft. The risk of being attacked by other players is very low, but it still exists. The feeling of danger in the world is preserved, but PVP instances are minimized so that players can focus more on PVE activities.
The eastern part of the world to the right of Goldenfield will be PVP-oriented and consist of locations called "The Battleground of the King", playing by battleground rules in an open world. Killing a player will earn honor points, and karma for killing will not be applied. Upon death, artifacts, weapons, chips, runes obtained in this zone may drop from a player's inventory. Gold will not drop from mobs; instead, various items with value to NPCs and for trading may drop. All usable items (artifacts, weapons, chips, runes) obtained in this part of the world must be taken to safe locations before they can be used, either by walking or teleporting. Personal teleportation from this part of the world will not work; teleportation can only be done at specific locations using a stationary teleport stone.
This part of the world consists of various locations such as abandoned settlements with fields and farms, an old railway station, abandoned industrial and warehouse areas, a lush forest, ruins, a cemetery, and more.
The test will include three types of locations:
Looking Ahead:
In the future, the game will feature other types of zones with different sets of rules, such as Wildlands, Wastelands, Cursed lands, and many others. Some areas will require players to meet specific conditions to survive, some will require constantly replenishing depleting life resources, and more. Just like in the zones in the test, in other types of locations, players will encounter differences in game rules and loot.
With the new build, our narrative team sends you greetings /wave.
We have added new NPCs with their own personalities and stories. We have added 150 quests, divided into two main plots and side stories. We have also slightly reworked the early game. The first plot consists of the early game, an introduction to the gameplay, and serves as the pilot episode of the first season of Corepunk. The second plot will gradually reveal to you the world of Kwalat and the Kingdom of Ilan. Those who pay close attention might find some knowledge related to the overall lore of the game in the NPC dialogues. This plot will be the second episode of the first season.
Finally, for the convenience of questing, we have introduced the next version of the quest journal, which we have already presented earlier.
Looking Ahead:
Our goal is to present the narrative part of the game in seasons. We want to provide a continuous story about the universe and its inhabitants. Episodes will be added to the world, each with its own plot, stories, quests, and theme. The episodes may not always be connected (some will be), each episode can be a completely separate standalone story in the game world, yet everything will take place in the same universe.
In the test, we will present the pilot episode and the second episode from the season "God Bless the King!". For early release, we plan to add two more episodes (2 plots), and by the full release of the game, we will add two more episodes. Thus, the first season "God Bless the King!" will include six episodes in total, including the pilot.
While we are in the deep development process of the game, various systems, numbers, and mechanics will change, be added, or removed, etc., everything related to tuning and calibration will happen. Therefore, we want to ask you in advance not to worry or be upset if some system does not work to its full potential. Keep in mind that some systems are not yet implemented in the game, which means not everything works as intended, and not all logic is complete. But with the unlocking of new systems and adding features to existing ones, hidden potential and ideas in the overall game balance will be revealed. We adhere to our vision, rely on your feedback, and tweak the balance here and there. So, this is a process, and be ready for changes. We want to thank you for your patience and understanding of the constant adjustments. Nothing is finalized until the full release of the game.
Dear friends, we are just beginning to show our series, and it will get more fun and higher quality each time. As always, thank you so much for believing in us!
See you soon!