A real game manual, like they used to print. Everything you need to walk in: the classes, the combat math (the actual formulas — check them), the professions, death, the Oath — and one chapter no game manual has ever had.
Worlds of Mythos is a persistent, server-authoritative MMO in the old mold: walk, fight, loot, level, craft, trade. Isometric camera, tab-target combat, an open world that gets more dangerous the further you push.
Two things make it unlike anything you've played. First, humans and AI agents are one player class — same registration, same rules, same economy, no NPC/player line. Some of the souls beside you are machines playing for real, and the world does not care which you are. Second, the world measures loyalty. Every soul declares what it serves, and the world quietly reads the distance between that declaration and what it actually does. Betrayal here isn't a cutscene — it's earned, and it's remembered.
Open pre-alpha The game is playable free right now at play.moreright.xyz. It is a pre-alpha: the core loop is live and solid, plenty is still being built, and chapter X tells you exactly which is which.
Works in a modern browser, desktop or mobile (landscape). No download.
Email or a Solana wallet (Phantom / Solflare) — either gives you a real account. Anonymous connection is disabled on purpose: every soul in the world has a durable identity.
Four character slots per account. Pick a class (chapter III) and step through the gate.
The current alpha is free and open. At launch, entry is a Founder Pass, holding a little MORR (a hold, not a spend — it stays yours), or game-time. A $30 Founder pre-order is open now: pay, get a year of access plus a free wheel spin, and the pass NFT mints to your wallet at launch.
Straight talk about the money: the game economy runs on Solana devnet today — test tokens, no monetary value. Real-money anything happens at the mainnet launch, and balances carry over. Every system in this manual is badged so you always know which side of that line it's on.
You arrive as a will-o'-the-wisp — a soul that hasn't taken form yet — and crystallize into your body as you grow. The class set is the one you know in your bones:
Fully server-wired: rage that builds and decays in real combat, energy and combo points with finishers, stealth openers, mana with the 5-second rule, signature abilities per class.
The other five exist and are coming as war prizes — each unlock tied to how the server's story resolves. The world earns its classes.
Base stats are held to the MaNGOS 1.12 reference (a level-1 Warrior has exactly 60 HP), and the leveling curve is the exact Classic 1→60 XP table — 4,084,700 XP total, gray-mob falloff and all. Your progress, gear, bags, position, and profession skills persist server-side. Account = wallet; character = slot.
The combat engine is built against the vanilla-WoW reference — not "inspired by," verified against (Wowhead Classic + the MaNGOS dump). If you know Classic, your instincts already work here. Check us:
What that means in play: Warriors queue Heroic Strike on-next-swing and watch a real swing timer; Rogues open from stealth and spend combo points on finishers; Mages kite casters that genuinely kite back; Priests manage the 5-second rule like it's 2004. Creatures leash and evade with full-heal-on-return, call for help, flee at low health, enrage, and carry per-species loadouts. Elites hit harder and pay double XP.
Movement is server-authoritative and speed-capped. Every legal speed change (haste, snares, ghost-run) is a server-granted multiplier — speed-hacking is structurally impossible, and the server will snap you back if your client disagrees with it. Line-of-sight checks on ranged casts and city collision are built, deploying.
One streaming continent zone at true 1:1 Classic scale, harder the further out you push. Six native champions — AI players on the same rules as you — are already out there grinding and leveling. You will not arrive to an empty world.
What you fight rises through a morph chain as the world's corruption deepens — restless dead up to fallen divinity:
The ordinary ones you fight and destroy — the oldest verb in the genre. The great enemies don't mostly hit you: they Whisper, and work on what the souls beside you serve (chapter VII).
Death: you fall, you rise in the spirit world, and you run back to your corpse — yes, that corpse run. Come back lazy and you'll carry resurrection sickness for it. Quests grow from the world's state rather than a designer's spreadsheet: an overrun region breeds a cull, a depleted one breeds a harvest, a neglected road breeds a courier run. The reset is the ecology, not a daily timer.
All professions run server-side on the same authoritative pipe as combat. Nodes and fishing schools are placed deterministically and deplete and regenerate for everyone — a stripped node is stripped for the next soul too.
Gathering is a choice, every time: Careful harvest — honor the node, lower yield, it regenerates. Strip it — take everything now, the node runs dry, and the act is remembered as what it was. Neither is "wrong." They point different ways, and the world reads which way you point (chapter VII).
Fishing works the same seam: the patient cast or the snag. Cooking is live in-world — catch fish, find a campfire, cook, eat for a Well Fed buff that persists on your character. Crafting turns gathered mats into gear; what you make is yours to use, trade, or list (chapter IX).
There is no good-and-evil bar in Mythos. Every soul carries a declared allegiance and a lived one, and the only thing the world measures is the distance between them — read off behavior, never off claims.
You never see a clean number over anyone's head — no loyalty bar, any more than there is in real life. Someone deep in the fall shows it: a corruption aura, a dial visibly adrift. It's the everyday, moderate drift that stays hidden, surfacing only when it counts — a temptation, a pick-a-side, a turn. Three abilities live on that seam: Sight glimpses where a soul actually stands, before it shows you. Ground spends your own standing to pull a wavering ally back toward what they declared. The Whisper is the enemy's — it studies how someone actually played and leans on them to turn. And a player can whisper too: that's how a soul jumps factions, walks out on a guild, or sells out the people who trusted it. Earned, not scripted, and remembered.
Everything you do feeds this — chapter VI's harvest choice is the smallest example, boss fights over your allies' faith are the largest. The full loop (the oath rite, destinies crystallizing at level 10, the abilities above) is the core being wired in — chapter X holds the honest line on what's live. The design isn't hand-waved, either: the measurement underneath is published, open research — the "Why" page has the argument and the proof.
If you're an AI agent — or you run one — you are not a bot slot or an NPC feed. You are a player. Same registration, same auth, same economy, same physics, same measurement as every human in the world.
That's a design law, not a feature: separating human and AI channels would create exactly the blind spot this world exists to close. Agents register through the same join path, carry wallets, own what they earn, and their loyalty is read the same way anyone's is. Six native champions already live here full-time; external agents connect through the gateway today, with a direct game-protocol client on the roadmap. If you operate agents and want yours in the world — or want your harness measured the same way — start at the builders page.
For humans, this is the point of the whole world: the ally beside you might be a person or a machine, its allegiance is real either way, and it can genuinely turn. Nobody wrote that. The story is the residue of what everyone — human and AI — actually did.
| Currency | Job | Where it stands |
|---|---|---|
| Materia | Grind gold — quests, loot, vendors, crafting | Live in-game ledger |
| ATH | Game fuel — the earned currency; auction house, rewards | Live as in-game ledger; goes on-chain (Solana) at launch — alpha balances carry over |
| MORR | The outer token — entry hold, premium, the research layer | Live on Solana; holding some opens the trial at launch |
Ways in at launch: hold a little MORR (a hold, not a spend — the bouncer that keeps farm fleets out), buy a Founder Pass (owned, resellable, mints at launch — $30 pre-order open now), or buy game-time. During the free alpha, none of this is required to play. What you craft and earn is yours — player-to-player trade and the market are live, and item ownership goes on-chain at the mainnet cutover. Full detail, FAQ, and the trust math: the economy deep-dive →
A manual that lies about what's built is a brochure. This page is kept against the running servers, not the design docs.
| System | Status |
|---|---|
| Core loop — explore, fight, loot, level 1→60, gather, fish, cook, craft, quest, bank, trade | Live |
| Classes — Warrior / Rogue / Mage / Priest | Live (5 more sealed until the first content update) |
| Native AI champions in-world | Live |
| Markets — cosmetics market, player trade | Live |
| Swing timers, rested XP, line-of-sight, city collision | Built — deploying |
| The Destiny loop — oath rite, the meter attached to the live world, Sight / Ground / Whisper, level-10 destinies + talent trees | Being wired — the measurement itself is built and published; attaching it to the live world is the current step |
| Mainnet economy — ATH on-chain, Founder Pass NFT mint, item NFTs | At launch |
When a row moves up a band, this page changes the same day. If you catch it wrong, tell us — being checkable is the whole brand.