A dive into a fully editable continuous “single-shard” universe, and why it matters


When I first started to think about Dual Universe, somewhere in the summer of 2011, I wanted to get back to the roots of the idea of a MMO (Massively Multiplayer Online game) as a truly massive, unique experience: millions of people in a continuous universe shared by everyone, with emergent gameplay and the possibility to build things in the world, including social and political aspects. I wanted to be able to explore and discover completely unexpected places and creations, because in a game, I want to think that I can be surprised.

Continue reading

Community Portal goes live!


We are extremely happy and excited to release today the first iteration of our community website: http://community.dualthegame.com

In this site, you will be able to create a simple profile, that you will keep with you up to the Alpha and beyond, and also create organizations, post updates about what is going on, recruit, create stories, and start to shape your vision of the game roleplay. Let’s have a look at the feature we have for this first iteration of the site and what could come after.

Continue reading

The first images of Dual Universe!


Today is an exciting day! We are proud to reveal the first images of Dual Universe, our futuristic MMORPG where players coexist in a single unbounded game universe (with no instances or loading zones), with the added ability to modify the game environment in ways never before seen on this scale and in such great detail.

Continue reading

Dual Universe switches to Unigine 2!


Many of you have been waiting for quite some time to see the first in-game screenshots of Dual Universe! It’s coming soon, but one of the main reasons why we haven’t shown anything sooner is that we were working on a very big move: we have switched our underlying game engine from Unreal Engine 4 to Unigine 2. Let me say a few words about this decisive evolution.

Continue reading

Monetization: player happiness and economic viability

Vintage video game with Insert Coin screen isolated on white

Today, we want to share with you our view on a delicate topic: how we plan to monetize our game. Monetizing an online game is a difficult exercise: if it’s not profitable, it dies quickly. If it’s overpriced, it turns off players and the game dies as well. Adding the fact that there is no monetization model fitting perfectly for every type of game… and this can give a quite serious headache to make it right, even when the guys in charge have experience in the field. Finding the adequate equilibrium is never easy. We have given a lot of thoughts on the topic, collected feedback from the community and listed a number of related critical points and checked how each model is adapted for each of them. We wanted to share our conclusion with you.

Continue reading

Builder gameplay, Voxel Tools & Elements


In the past few weeks Dual Universe has been on occasion described as being mainly a PvP MMO. However Dual Universe is so much more than this: it has a rich “Builder” gameplay at its core, which is rather new in the MMO genre (at least at this scale). Specifically, this gameplay is not just a kind of single player experience added on top of a MMO, but takes an entirely new dimension because of the fact that you are building within a MMO that takes the word “massive” seriously. This is a crucial aspect, and is central to the emergent gameplay experience.

Continue reading