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.
- Create a hero and pick a class and kingdom.
- Explore the hex map through the fog.
- Fight monster camps and dungeons fitted to your level.
- Grow your talent star and collect relics.
- Build cities, take missions and talk to other players.
Who pays and why
Business model
| Revenue line | Price | Notes |
|---|---|---|
| Free to play | $0 | Full game, no pay-to-win. |
| VIP | $4.99 / month (planned) | Cosmetics, extra hero slots, convenience. |
| Cosmetics | Planned | Skins, 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.
Targets are planning assumptions.
Go-to-market
Closed community
- Invite players from RPG communities to shape balance
- Discord with dev updates
- Fix retention before growth
Store launch
- Google Play and App Store
- Store page videos of battles
- Launch events in game
Growth
- Seasons and world events
- Streamer partnerships
- Guild features
Channels
| RPG communities | Reddit, Discord and forums. |
|---|---|
| App stores | Featured placement is the biggest lever. |
| Video | Short battle clips. |
| Referrals | Bring a friend rewards. |
Competition
| Alternative today | Why we win |
|---|---|
| Big mobile RPGs | Pay-to-win and heavy downloads. |
| PC MMOs | Need time and hardware. |
| Idle RPGs | No 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
- 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
- Release signing and store accounts
- In-app purchases
- Seasons and events
Risks
| Risk | How we handle it |
|---|---|
| Games are a hit-driven market | Low production cost, measure retention early and only scale what players keep coming back to. |
| App store fees and rules | Web 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.