Realm of the Dwarves

A massive dwarven survival-sandbox MMO of war, trade and ancient power, for up to 15,000 players.

Coming to Steam · Q4 2027

Descend

Watch the announcement trailer

Four minutes from the deep mines to the dragons, made by the team building the realm.

Forge what cannot be unmade.

  • A dwarf braced against the rock of a cavern, pickaxe in hand, from the trailer

    Dig.

    Dig into the mountains.

    The richest ore waits at the roots of the mountain.

  • A great forge hall carved under the mountain, from the trailer

    Build.

    Raise a kingdom above or below ground.

    Raise walls and fortify your base, then hold it against rival clans.

  • A throne at the end of a long carved hall, from the trailer

    Rule.

    Claim the land and tax it.

    Claim territory in the lawless lands, control its resources and set taxes.

  • A dwarven shield wall in the mountains, from the trailer

    Conquer.

    Fight from skirmish to siege.

    Massive battles for land, fortresses and resources, where timing and position matter.

Hollow out a kingdom

The land itself is yours to change. Every biome has its own resources, creatures and dangers, and every mountain can be hollowed into a kingdom, from the fortress on its peak to the mines at its roots.

A dwarven kingdom cut into a mountain, from the fortress on the peak to the mines at its roots
  1. Crown a peak

    Raise your fortress on the summit, above the clouds.

  2. Hold the walls

    Raise walls and fortify your base, then hold it against rival clans.

  3. Dig your own halls

    Carve tunnels, open caverns and build deep beneath the rock.

  4. Light the forges

    Gather and craft everything the realm needs, from tools to siege gear.

  5. Mine deep

    The richest ore waits at the roots of the mountain.

Kahzul'Grim, where every clan meets

The neutral capital

At the crossroads of the realm stands the great dwarven city. Every journey begins at its gates, and every clan comes back to its markets to trade.

Beyond its walls

The further you go, the greater the risk and the richer the reward. The mountains are yours to dig and the land is yours to claim.

Seven peoples, seven capitals

Kahzul'Grim stands neutral at the crossroads. The six capitals of the other peoples stand out in the black lands, and their markets, services and contracts open only to those they trust.

Kahzul'Grim

Seat of the Kahzuld, at the crossroads of every clan.

Ruled by Peace-Warden Vahl'Dur the Evenhanded.

Neutral: the Kahzuld trade with everyone.

  • Their craftEach culture's blueprints, garb, weapon lines and signature gear.
  • Their gatesThe markets and contracts of their capitals, open to the trusted only.
  • Their secretsKnowledge older than all seven peoples, for those who earn it.

One race, seven peoples

Your people is who you are, not a class: every dwarf can wield any weapon and learn any craft.

The common dwarves

The melting pot of Kahzul'Grim: artisans, brokers and diplomats who think in ledgers and favors. At home everywhere, master of nowhere.

Ruled by Peace-Warden Vahl'Dur the Evenhanded from Kahzul'Grim

A Kahzuld dwarf of Kahzul'Grim
KahzuldKahzul'Grim, the neutral capital

Read the devlog: the seven peoples, their feuds and their kingsThe seven peoples, in full

A dwarven war axe
War axeMeleeSteel is where Mithrall starts and where most fights end.

No classes. Just choices.

Your gear is your class. Every weapon and piece of gear grants its own abilities: heavy armour and hammers, swift blades or magic staves. Change your gear, change your role, and level through play with no locked path.

A first look only: many more weapons are still on the anvil.

Magic and mounts

Eight schools of magic

No mana: every spell comes from your staff.

EmberzulSchool of fire

The eight schools, in full

Hundreds of mounts

Tame and ride hundreds of mounts, each with its own abilities: ground mounts for speed, strength and hauling, flying mounts to scout enemy lines and reach hidden lands.

  • A mountain ram in a dwarven saddle

    Mountain ramStrength for the climb

  • A saddled griffin on a canyon cliff

    GriffinScouts the enemy lines

  • A giant saddled hen on an alpine meadow

    Giant henSpeed on open ground

  • A stocky warhorse in a dwarven saddle on a mountain road

    WarhorseSwift on the long road

  • A giant eagle in a dwarven saddle

    Giant eagleReaches hidden lands

  • An armoured war boar in a pine forest

    War boarStrength in the charge

  • A saddled mountain goat on a ridge, from the trailer

    Mountain goatSure-footed on the ridges

  • A wingless ash drake with ember-fissured scales on volcanic rock

    Ash drakeCrosses the burning lands

  • A great stag with mossy antlers in an old forest

    Great stagSpeed through the forest

  • An armoured white frost bear on a snowy ridge

    Frost bearStrength in the frozen north

  • A saddled desert lizard with a sunshade on golden dunes

    Dune lizardCrosses the deep desert

  • A shaggy pack yak laden with crates on a mountain trail

    Pack yakHauls the clan's goods

  • A saddled giant cave spider among glowing crystals

    Giant spiderCrosses the deep caverns

  • A big saddled pig in a farmyard

    Farm pigSteady on the farm roads

  • A saddled giant ferret on a mossy forest path

    Giant ferretQuick through the undergrowth

  • A saddled tiger in light barding in a jungle

    TigerSpeed and strength in the jungle

  • A saddled doe in a sunlit birch forest

    DoeLight and swift through the woods

And many more to tame: these are only a few of the hundreds.

The stable, in full

Choose your risk

The further you venture, the richer the land and the higher the price of a fall.

The lands and their risks, in full

A dwarven farming hamlet on green hills below the gate of a mountain cityA dwarven farming hamlet on green hills below the gate of a mountain city

Green Lands

Safe ground around the cities, where every journey begins.

Masked bandits ambushing a dwarven merchant cart on an autumn roadMasked bandits ambushing a dwarven merchant cart on an autumn road

Orange Lands

Contested ground. Most keep the peace; bandits do not.

Armoured dwarves with torches crossing a volcanic waste toward a ruined fortressArmoured dwarves with torches crossing a volcanic waste toward a ruined fortress

Black Lands

No rules. Claim the land, wage war, keep what you take. Hardcore risk: what you carry can be lost when you fall.

A clan raising walls on claimed land while its lord counts the taxesA clan raising walls on claimed land while its lord counts the taxes

Claim it. Rule it. Tax it.

Land is power, and power is everything. Raise walls and fortify your base, then hold it against rival clans. Claim territory in the lawless lands, control its resources and set taxes to fund your conquests.

Two dwarven armies clashing at the gate of a mountain fortressTwo dwarven armies clashing at the gate of a mountain fortress

Battlefields of glory

From skirmish to siege, tactics and gear decide the outcome. Massive battles for land, fortresses and resources, with skill-based combat where timing and position matter.

Read the devlogs

The team writes openly about how Mithrall is being built.

Every devlog on the AnkleBreaker Studio site

The mountain is waiting.

Wishlist Mithrall on Steam and follow the game to hear what comes next. Coming Q4 2027.