The MMO list is preparing to replenish a fairly unusual project focused on PVP, called Warborne ABOVE ASHES. The game promises continuous battles and a fresh look at familiar mechanics. To figure out what to expect from the novelty, the editors of mmo13.ru ed its creators and asked them several questions in an exclusive interview. We talked that Warborne is allocating against the backdrop of competitors, how the fractions and guilds will interact, that the seasons and the wanderers system will bring, which the players at death risk and how the developers plan to monetize the game without rolling into Pay-to-Win. At the end, the developers even prepared a pleasant surprise for the Russian -speaking audience.
Warborne ABOVE ASHES is felt at the same time familiar and fresh in the genre. What games inspired the developers when creating it, and what does Warborne are distinguishing against other projects?
Many in our team are the long-standing MMORPG fans, and Warborne ABOVE ASHES was born from our common ion for PVP gimpley. Having played countless classic MMOs, we realized that PVP in many games, as a rule, is focused on one or two specific modes, often with a high threshold of entry-especially for new players.
We wanted to create something more affordable, but at the same time epic in scale. Our vision is to create a game environment that is constantly active – a battlefield where different types of PVP are around around the clock, whether large -scale or for small detachments, tactical or chaotic. Players can the battle in just 30 minutes of preparation and immediately take part in a tense war in real time. Regardless of whether you are a loner or part of the detachment, Warborne was created for players who are thirsty for fast and exciting PVP-spray.
Guilds in the game seem to play a significant role. What is the main focus of the game – in guilds or fractions? How do you feel about situations when one or two guilds dominate the activity of the fraction and become its driving force?
Warborne is MMO, controlled by players, and its development is organically formed by player communities. The factions are designed to provide players – especially beginners in the genre – a more open and ive environment for immersing in a walking war and finding their own way of participation.
Inside each fraction, several detachments are naturally formed (Warbands – our intra -game term for guilds). We believe that detachments will play a key role in strengthening unity and group battle. It doesn’t matter whether you are in the leading detachment or as part of a small group working together, the main thing is to find your role and coordinate actions with others to increase collective power so that your faction can withstand rivals.
Is there a probability of adding a content that is focused on the rivalry of guilds in the future?
We have plans to add more GVG (guild against the guild) of content in the future, but it depends on the course of development. Perhaps it will be introduced at the beginning of a certain season.
What will happen if one faction will attract too many players? Will other factions be able to conclude temporary alliances or receive buffs to balancing gameplay?
The main philosophy of Warborne ABOVE ashes is an open and honest war, and we strive to maintain this balance with a thoughtful design. Each fraction has a restriction on the number of players to prevent overpopulation, and the fractions that are in an unprofitable position receive buffs to their efforts to return to the struggle.
Nevertheless, the imbalance of fractions may occur due to the free choice of players. When this happens, we urge players to look for ways to change the situation – with the help of diplomacy, unexpected tactics or coordinated strategic moves.
Thanks to the seasonal Warborne structure and design with six fractions, no defeat is final. Even if the faction is lagging behind during one planetary campaign, the players will have the opportunity to regroup, revise their strategy and fight for victory next season.
Now players see only the name of the guild. Will the functions of promoting guilds, such as the instructions of the prime time, requirements for a set or adding a text description, appear in the future?
You will see improvements in the test planned for April, and we will continue to make improvements in the future.
Can you share the details of the future content in the open world? Will there be events, new points of interest, capture points or world bosses?
Undoubtedly. We already have some world bosses at the moment, and we will continue to add a wider range of world events. In the future, these events will also change depending on different seasons.
Is it planned to add instance PVE or PVP activities such as 6V6 or 10V10 battles?
We want the players to remain related to the open world, and not be completely isolated in the instances. For example, the items necessary for launching the PVE or PVP activities, will still need to be mined in the world, and after starting these activity will be visible to other players, which can potentially lead to invasions.
The game has a seasonal system with a weep of the world map. What exactly will be dropped every season, and what will remain with the player forever? Will it be possible to reserve nickname or the name of the guild forever?
This works as follows.
They are reset: the rank of wanderer, technology, seizure of territories and other factors that significantly affect combat power during the season.
Save: unlocked wanderers, drawings, combat scars, modifications and other objects affecting the player’s equipment.
The nicknames of the players are preserved forever, the names of the detachments are most likely also (however, this has not yet been completely decided).

The duration of the season is strictly fixed, or may there be cases when it ends earlier or will be extended for several days?
Currently, the seasons are defined as a 1-month cycle (discharge and determination of the winner), then the selection of new opponents.
Three such small seasons form a large seasonal cycle, after which we will update the script and content of the season.
The current interface has limited settings. Will there be more flexibility in the future, for example, the ability to move the minimal, set up information about the character or divide the chat into separate windows for specific channels (guild, faction, local)?
Yes, we are constantly working on the customization of the interface, and in the future there will be more customizable modules.
Reviews about the Sleeping system are ambiguous – some players like it, others did not appreciate it. Why was this system chosen, and how many wanderers will be available on launch? Can we expect to add new ones in the future?
We wanted players to be able to take on roles with various combat styles and personalities.
Traditional class systems, as a rule, are too complicated and often devoid of individuality, so we developed a system of wanderers to offer a more flexible and oriented approach to the approach.
Unlike heroes systems in typical Moba games, wanderers in Warborne are only part of the equation: players also form their combat abilities, freely combining weapons, armor and equipment. This creates a much wider space for the tactical diversity and personal style of the game.
We absolutely plan to add more wanderers in the future in order to constantly expand the strategic capabilities of the game.
As for the availability: if the issue of progression in the game, the players will start with one standard wanderer, but over time they will be able to unlock the entire composition through the gameplay – payment is not required. If you are asking about the number of wanderers planned for the official launch, we can confirm that more than 40 players will be available to players.
Players are interested in the mechanic of falling out objects from the inventory or from the character at death. How does this system work, and how can players increase their chances of maintaining valuable equipment?
Our goal with the system of loss of objects is to find a balance between the excitement from the award for the murder and a sense of loss of death. At the same time, we want the players to confidently the PVP without excessive anxiety about the loss of their equipment – we want them to boldly go into battle and fight immediately.
As for the operation of the loss system, the weapon has a relatively low droper chance, while other parts of the equipment have a higher chance. Currently, the chance is fixed, and players are losing one random item for death.
In the future, we can change this system so that there are different chances of falling out on different maps – for example, higher chances in the central areas to add strategic risk and reward.

Could you share the details about the monetization of the game? Will it follow a certain model, such as a subscription or the possibility of buying wanderers / sets of characters?
First of all, we will do our best so that Warborne does not become Pay-to-Win (P2W). We attach great importance to the battlefield to be balanced, without the influence of intra -game purchases.
As for monetization, we can accept models such as subscriptions, sets or cosmetic objects, but specific details will require further study and cooperation with our players.
Now the in -game chat resembles the Babylonian tower, where players speak different languages. Is there any possibility of adding an AI -based translation for more convenient communication?
We are very interested in improving communication between players. We will gradually study solutions for this problem. The translation using AI is also considered, but the final decision will be made after assessing its effectiveness and risks.
Currently, the game does not have a storyline. Can we expect the addition of narrative elements in the future?
Our game is not a plot. The essence of MMO is that exciting stories are created by players on the battlefield. However, we will still include the ENT and the background in various aspects of the game and plan to strengthen this direction in the future.
What platforms will the game be on and what languages will it ?
Currently, we are mostly focused on launch on the Steam platform.
In the future, the game will the following languages: [Английский] [Русский] [Упрощенный китайский] [Традиционный китайский] [Немецкий] [Французский] [Испанский] [Португальский (Бразилия)] [Польский] [Корейский]
We highly appreciate the game experience of players from each region, especially enthusiasm and shown by a large number of Russian players during this test. Therefore, priority [Русского языка] Very high, and we believe that everyone will soon be able to see him.
In which regions will servers be located on launch? Is there a chance that one of them will be based in Moscow?
We strive to provide excellent game experience to s around the world. With the servers that we have currently launched, Russian players can enjoy a relatively smooth gaming process.
Thanks for the detailed answers! Finally, would you like to say a few words to visitors to the portal mmo13.ru?
It is a great honor for us to accept an interview from mmo13.ru. For the first time we get such an invitation, and perhaps this means that many Russian players are interested in Warborne and they like the game. It really inspires our team!
We hope that our friends with mmo13.ru will continue to follow us. At the end of April, Warborne will launch more large -scale testing with more complete content, so we invite everyone to experience the experience of the war in 24/7 mode! If you are interested, you can add the game to your list of desired Steam or our official DiscordWhere we primarily announce testing plans!
Finally, we were lucky that we have a colleague who studied for 7 years in Moscow and St. Petersburg. With a pen and paper, on our behalf, he gives you the most sincere greetings.
