Solo & duo hunters
Progress at your own pace, with hunting, quests and gear goals. We’re checking solo viability so joining a large guild isn’t the only route forward.
Foundation present · solo balance in testingSmall characters. Big battles. A world worth exploring. We’re bringing together familiar Mir systems and new progression ideas, with the original tiled world at the heart of it.
Actual private-client captures on a developer test map. Custom armour animation and final interface styling are still in development.
We’re bringing familiar Mir foundations together with a wider world, our own equipment and progression that gives you reasons to keep hunting. Here’s what is actually registered in the local development build.
| Content | Starting base | MIR Forever | Growth |
|---|---|---|---|
| Registered maps | 463 | 601 | +138 |
| Item definitions | 1,628 | 2,678 | +1,050 |
| Weapon definitions | 180 | 272 | +92 |
| Armour definitions | 180 | 614 | +434 |
| Quest definitions | 154 | 166 | +12 |
This is a like-for-like database inventory, not a claim about every Mir server or the original retail release. Maps are registered environments; items include variants, materials and supporting definitions. Counts do not mean every entry is player-accessible, balanced or ready for launch. Routes, drops, quests and class use remain under review.
Log in alone. Find a hunting partner. Build a guild. Chase a collection or a rival. Our aim is a world with room for each of you, where active play and meaningful rewards keep the adventure moving.
Progress at your own pace, with hunting, quests and gear goals. We’re checking solo viability so joining a large guild isn’t the only route forward.
Foundation present · solo balance in testingShared hunts, preparation and teamwork should matter. Group challenges, guild activity and community events are part of the direction.
Guild foundation present · expanded content plannedChase equipment, useful materials and better rolls. Our personal sets add 108 items; monster and boss collections are a further planned goal.
Equipment deployed locally · collection systems plannedClass identity, timing and preparation should decide a good fight. We’re working towards competitive encounters alongside worthwhile PvE progression.
PvP foundation present · class and reward balance pendingTowns, caves and deeper regions with reasons to visit them. The map count is a starting point: routes, encounters and rewards need to make each journey worthwhile.
601 maps registered · world checks continueClearer goals and useful progress in a shorter session. Manual world hunting keeps the advantage: equivalent auto-room kills award half the XP.
50% auto XP rule settled · full progression testing dueThese are design aims and current development states, not a promise that every playstyle is already fully balanced. Pre-beta feedback will help us test the trade-offs.
Player discussions raise different, sometimes conflicting priorities. These themes are paraphrased from research, not quotations or testimonials about MIR Forever.
Some players cannot organise their sessions around a group. Our response is to test a viable solo route alongside worthwhile group challenges.
Players want reasons to keep playing after a level or equipment milestone. Forge progression and material hunting are in development; broader collections and encounters are planned.
Classic places, class identity and the visual feel matter. We’re using our installed map files, game interface and correctly matched class equipment to show the world honestly.
Returning and new players need clear next steps. We’re reviewing early progression, guidance and rewards, with tester feedback helping expose frustrating gaps.
The answer isn’t to force everyone into the same routine. It’s to connect hunting, equipment, exploration, cooperation and rivalry, then test whether those routes work together.
Steel. Strength. Close combat.
Elemental magic and ranged power.
Spirit arts, support and summons.
Speed, precision and sudden strikes.
Martial discipline and spiritual power.
Distance, mobility and precision.
Our own Eclipse class armour and matching weapon designs, taken directly from the personal-kit artwork package. Equipment previews; the sets are installed in the local development build, with movement, skills and weapon alignment checks still in progress.
Monk is the current expansion focus. Archer follows once the foundation is stable. Every class needs directional movement, attacks, skills and equipment checked in the native client.
Both personal sets are deployed locally: 12 armour pieces, 12 weapons and 84 accessories. These illustrations show the original designs. Native animation and equipment alignment checks are still in progress.
Explore the class gallery on Discord →Stone halls, dark paths and forgotten places.
Dense woodland and glowing forest trails.
Icy stone, deep drops and a frozen battleground.
Rendered from maps installed in our client and server, using the local game tile libraries. Source file checksums match both installations. These are environment renders; broader route and encounter testing continues.
A weapon should have a journey of its own. Here’s the planned two-copy tier journey, illustrated with our own Eclipse Warrior sword and original forge-material artwork.
Work towards the upgrade requirement. The private forge has ranks 0–12.
Keep a second copy of the same weapon ready for the planned tier recipe.
Bring the correct materials to the forge. Exact two-copy costs remain in development.
The intended next step is one weapon at the next tier. Final recipes and output are still being tested.
Design walkthrough, rather than a live result screen. The same sword design is used throughout so a new weapon shape or unverified glow is not implied. Two-copy tier advancement remains in development.
The private upgrade forge has ranks 0–12, tier-matched materials and gold costs. A native test confirmed a saved 1/12 result, cancellation without consumption, and failures that consumed the selected spare weapon while preserving the equipped target.
The planned two-copy system is a separate next-tier design. Its exact gates, material costs, final output and custom-weapon glow still need native testing. The second armour set is a visual variant, not a claimed automatic tier transformation.
Manual hunting stays central. Auto XP rooms award 50% less XP than normal manual hunting in the world.
Same applicable XP bonuses. Normal-world hunting is the baseline; the separate manual XP room does not set the rate. Complete live progression testing remains due.
These are development plans. Features and balance can change during testing.
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