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Hollow Covenant

Coming soonAdventureIndieMassively MultiplayerRPGWindowsLinux

A grim dark-fantasy MMORPG in a world kept alive by corrupted gods. You are nobody: your father is buried and his killer is still walking. Level, craft, guild up, and decide how each fallen deity ends - purify, slay, or bind. No one chose you. You chose to cross.

No one chose you. You chose to cross.


The world is held together by the Hollow Covenant: an old agreement in which the gods keep a wound beneath reality shut, and mortal prayer keeps the gods standing. It has worked for centuries. It is also what is destroying them.

Memory hardened into censorship. Craft into compulsory perfection. Mercy into an unwillingness to let the dead go. Renewal into a cult of suffering. Justice into fanaticism.

You are not a prophecy, a bloodline, or the last of anything. Three days ago your family home burned in Greywake Vale. Your father Edward is in the ground. The man who put him there is still walking. That is the whole of your claim on this world, and it is enough to begin.

A world that was here before you


Hollow Covenant is a classic-structure MMORPG for people who miss when an online world felt like a place rather than a list of activities. Six regions, each deformed by a different virtue taken too far: the mud and grief of Greywake Vale, the mirrors and archives of Blackglass Reach, the furnaces of the Emberdeep Dominion, the drowned tombs of Mourntide, the bleeding forests of the Red Bough, and the failing cathedral capital of Oathspire.

Nobody there is waiting for you. Guilds, churches, magistrates, smugglers and labourers were running this world long before you walked into it, and they will keep running it whether or not you succeed.

Purify. Slay. Bind.


A fallen god is not a health bar with a loot table behind it. Each one is a problem an entire region has organised itself around. When you finally stand in front of one, you choose how it ends, and every answer repairs something while breaking something else. Your judgment changes your version of that region afterwards: who is still alive in it, who is in charge, and what people are allowed to say out loud.

Tab-target combat, modern feel


Targets, roles, cooldowns, positioning and build-craft: legible MMO combat that lets a party read a fight and coordinate inside it. Movement and timing are responsive, but an ordinary wolf is not a duel to the death. Classes are disciplines you learn from mentors, not destinies you are handed at character creation.

Progression you can see


Your gear is your identity. Equipment is visible on your character, from a patched leather jerkin to relics that break the world's rules on purpose. Levelling is not a formality on the way to endgame. The world during the climb is the game.

In the world today

  • A persistent, server-authoritative world of layered maps and streamed terrain
  • Tab-target combat with skills, buffs and party roles, plus open-world PvP with party and guild allegiance
  • Guilds, parties, friends and chat
  • A working economy: merchants, repair, crafting, player trading, personal stores and a vault
  • Authored quests with branching dialogue, and NPCs who keep their own daily routines
  • Visible equipment in every slot, consumables, and character progression that takes real time

The rite is not yours alone


Any mortal who knows the words may ask Naeva for shelter at a threshold. It grants no authority and leaves no mark. It only holds the pressure of a corrupted god off your mind long enough to walk through the door. You matter here because you keep choosing to walk through it.