

Green Lands
Safe ground around the cities, where every journey begins.


A massive dwarven survival-sandbox MMO of war, trade and ancient power, for up to 15,000 players.
Coming to Steam · Q4 2027
Four minutes from the deep mines to the dragons, made by the team building the realm.

Dig into the mountains.
The richest ore waits at the roots of the mountain.

Raise a kingdom above or below ground.
Raise walls and fortify your base, then hold it against rival clans.

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

Fight from skirmish to siege.
Massive battles for land, fortresses and resources, where timing and position matter.
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.

Raise your fortress on the summit, above the clouds.
Raise walls and fortify your base, then hold it against rival clans.
Carve tunnels, open caverns and build deep beneath the rock.
Gather and craft everything the realm needs, from tools to siege gear.
The richest ore waits at the roots of the mountain.
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.
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.
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.
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
Read the devlog: the seven peoples, their feuds and their kingsThe seven peoples, in full




























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.
No mana: every spell comes from your staff.
EmberzulSchool of fire
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.

Mountain ramStrength for the climb

GriffinScouts the enemy lines

Giant henSpeed on open ground

WarhorseSwift on the long road

Giant eagleReaches hidden lands

War boarStrength in the charge

Mountain goatSure-footed on the ridges

Ash drakeCrosses the burning lands

Great stagSpeed through the forest

Frost bearStrength in the frozen north

Dune lizardCrosses the deep desert

Pack yakHauls the clan's goods

Giant spiderCrosses the deep caverns

Farm pigSteady on the farm roads

Giant ferretQuick through the undergrowth

TigerSpeed and strength in the jungle

DoeLight and swift through the woods
And many more to tame: these are only a few of the hundreds.
The further you venture, the richer the land and the higher the price of a fall.


Safe ground around the cities, where every journey begins.


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


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


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.


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.

The team writes openly about how Mithrall is being built.
Mithrall: Why We Started Again, and What Comes NextOur biggest devlog yet: the game before the rebuild, provisional city blockouts, and the systems behind…
The Arsenal of MithrallThe longest look yet at how Mithrall plays. The full melee arsenal, eight schools of magic with a real healer…
The Seven Peoples of MithrallThe wider world has its elves, humans and orcs, but this realm is not theirs. Mithrall belongs to the dwarves…
The Machine Behind MithrallThe playtest platform is live, and it is only the visible tip. TombStack, Nodary, Engraver, our multiplayer…
Inside RealmForge: how we build Mithrall's worldsOur internal world-generation tool builds 256 km² multi-biome maps in under two minutes. Here is what it does…
Why Mithrall is Going Third PersonWe were first-person purists. Then ARC RAIDERS happened, and we had to be honest about it. Here's why…Wishlist Mithrall on Steam and follow the game to hear what comes next. Coming Q4 2027.

The team writes openly about how Mithrall is being built.
The Beginning: Our First Film, and What We Are Building NowOur first film, The Beginning, is out. This devlog starts where it stops: Driller, the digging system built…
Mithrall: Why We Started Again, and What Comes NextOur biggest devlog yet: the game before the rebuild, provisional city blockouts, and the systems behind…
The Arsenal of MithrallThe longest look yet at how Mithrall plays. The full melee arsenal, eight schools of magic with a real healer…
The Seven Peoples of MithrallThe wider world has its elves, humans and orcs, but this realm is not theirs. Mithrall belongs to the dwarves…
The Machine Behind MithrallThe playtest platform is live, and it is only the visible tip. TombStack, Nodary, Engraver, our multiplayer…
Inside RealmForge: how we build Mithrall's worldsOur internal world-generation tool builds 256 km² multi-biome maps in under two minutes. Here is what it does…