Full Stack Partner
Business plans
LiveMultiplayer fantasy RPG

Evercrown

A multiplayer fantasy RPG with thirteen kingdoms on a shared map, real-time battles and a talent star.

Evercrown is a multiplayer fantasy role-playing game. Players explore a shared hex map through the fog of war, fight monster camps and level-fitted dungeons in real-time battles with spells, grow a talent star for one of 9 classes, build cities, take missions and chat with other players. It runs in the browser and is being prepared for the App Store and Google Play.

Stage
Live, store release in preparation
Launch market
Global
Revenue
Free to play with VIP and cosmetics
Price
VIP planned at $4.99 a month
Buyer
RPG and MMO players
Stack
Node.js · WebSockets · SQLite

The problem

  • Mobile RPGs are often pay-to-win and grindy.
  • Players want a shared world with other people, not a single-player game with a chat window.
  • Big MMOs need powerful devices and big downloads.

The product

A light, shared world that runs in a browser or app. Thirteen kingdoms on two worlds, real-time battles steered with focus taps and spells, a deep talent star per class, magic items and relics, player cities and missions. Up to 5 heroes per account, chat and moderation tools built in.

  1. Create a hero and pick a class and kingdom.
  2. Explore the hex map through the fog.
  3. Fight monster camps and dungeons fitted to your level.
  4. Grow your talent star and collect relics.
  5. Build cities, take missions and talk to other players.

Who pays and why

RPG playersWant progression and a shared world.
Casual MMO fansShort sessions on the phone.
Guild-minded playersKingdoms and chat create communities.

Business model

Revenue linePriceNotes
Free to play$0Full game, no pay-to-win.
VIP$4.99 / month (planned)Cosmetics, extra hero slots, convenience.
CosmeticsPlannedSkins, banners, city decorations.

Market and targets

RPG and MMO players are some of the most engaged in gaming and spend over long periods. A fair free-to-play model with cosmetic income can sustain a game with a modest but loyal player base.

10,000Monthly active players, target year 1
3%Share paying VIP
$4.99VIP price
about $1,500 plus cosmeticsMonthly revenue, target

Targets are planning assumptions.

Go-to-market

Months 1 to 3

Closed community

  • Invite players from RPG communities to shape balance
  • Discord with dev updates
  • Fix retention before growth
Months 4 to 9

Store launch

  • Google Play and App Store
  • Store page videos of battles
  • Launch events in game
Year 2

Growth

  • Seasons and world events
  • Streamer partnerships
  • Guild features

Channels

RPG communitiesReddit, Discord and forums.
App storesFeatured placement is the biggest lever.
VideoShort battle clips.
ReferralsBring a friend rewards.

Competition

Alternative todayWhy we win
Big mobile RPGsPay-to-win and heavy downloads.
PC MMOsNeed time and hardware.
Idle RPGsNo real shared world.

What we measure

  • Day 1, 7 and 30 retention
  • Session length
  • Players per kingdom and chat activity
  • VIP conversion

Status and roadmap

Built and working
  • Shared hex worlds with 13 kingdoms and fog of war
  • Real-time battles with spells
  • 9 classes with talent star
  • Dungeons, magic items and 300 relics
  • Player cities, missions, chat, moderation, account deletion
  • App shells for Android and iOS
Next, before and after launch
  • Release signing and store accounts
  • In-app purchases
  • Seasons and events

Risks

RiskHow we handle it
Games are a hit-driven marketLow production cost, measure retention early and only scale what players keep coming back to.
App store fees and rulesWeb version first, so players can be reached without store fees; stores add discovery.

Want a product like this?

We build version one of products like Evercrown from about $3,000: web app, admin panel, mobile app and API, live on your own domain. Then we can host and maintain it for $500 a month.