A dark fantasy sandbox MMORPG

HOLLOWBERRY

Something sweet grows in the dark.
Take it before someone takes it from you.

In active development · Not yet released

In development. HollowBerry is being built by a small team and is not open to the public yet. Combat, classes and guilds are playable in early builds; gathering, crafting and the economy are still planned. Each feature below is labelled with where it stands today.

The World

Nothing here is safe.
Everything here is yours to take.

One persistent world built for a thousand souls at once. No instances to hide in, no scripted heroes. Just the Hollow, and whoever survives it.

Foundation built

Open-World PvP

No arenas, no queues. Fights break out where they break out. Combat is skill-based and server-authoritative: telegraphed wind-ups, aimed strikes and a cast-and-dodge rhythm where reading your enemy beats gear score.

  • Telegraphed abilities with visible danger zones
  • Ten classes, each with a distinct playstyle
  • Diminishing returns on stuns, so nobody is locked to death
Playable in early builds

Guild Warfare

Found a guild, recruit through the in-game Guild Board and march under your own tag. Guilds have five ranks, recruitment rules, and declared allies and enemies visible across the world.

  • Guilds of up to 100 members with a full rank system
  • Parties of five, and vanguards that unite several parties of one guild
  • Mark a target and the whole warband sees it
  • Planned: territory control, sieges and guild halls
Planned

Gathering

Ore, bone, bloodroot and stranger things grow in the Hollow. The richest veins sit where the monsters are thickest and where other players are waiting. Every harvest is a gamble.

  • Resource nodes that deplete and respawn
  • The best materials live in the most dangerous ground
  • Carry it out alive, or lose it to whoever finds you
Planned

Crafting

Forge the weapons and gear your guild fights in. Craft from what you gather, and let the world's best smiths become as feared as its best fighters.

  • Gear made by players, not dropped by bosses
  • Items that can be lost, broken and rebuilt
  • Specialists whose work everyone needs
Planned

A Player-Driven Economy

The world has no shopkeepers who matter. Prices are set by scarcity, war and greed. Supply what the front line needs, hoard what it will need next, and watch a guild war reshape the market.

  • Player-to-player trade as the main source of gear
  • Material sinks that keep the economy hungry
  • Wars that move prices, and prices that start wars

Ten Classes

Choose your ruin.

Every class has four ability slots plus a dash. Pick any four from your class's pool and bind them to the keys you want, so two Wizards rarely play alike.

The ten playable classes: Wizard, Archer, Brawler, Assassin, Cleric, Tamer, Necromancer, Warrior, Warden and Trapper

Gameplay & Screenshots

Straight from the build.

Pixel art captured directly from the game client. Work in progress, as it should be. Click an image to enlarge it.

Gameplay footage Coming soon — follow on X to see it first

Development Updates

The Dev Log

What has actually been built so far. News lands here, and in more detail on Discord and X.

  1. Guild relations

    Guilds can now mark each other as allies or enemies. Allied tags show blue in the world, enemies orange, so a battlefield reads at a glance.

  2. Guild Board & unit frames

    A guild directory with search, applications and recruitment settings, five guild ranks, and party and vanguard frames that show health and shields. Click a frame to heal that ally.

  3. Guilds, parties & vanguards

    Three-letter guild tags above player names, parties of five, and vanguards that unite several parties of one guild. Group leaders can mark enemies for the whole warband.

  4. New class art & ability animations

    All ten classes redrawn with shaded pixel art and walk cycles, with an animation for every ability, element-coloured trails and a glowing Cleric halo.

  5. Foundations

    Server-authoritative netcode with encrypted connections, accounts, a wind-up based combat engine, a 4+1 ability loadout system, and balance simulators for every class matchup.

Enter the Hollow

Be there from the beginning.

Playtests, devlogs and news land in the Discord first. Come say hello, give feedback and shape the world.