Omnivael: Chronicles of the realm
Free sandbox RPG at kingdom scale: trade, craft, fight, buy land, raise a family, and leave a legacy in Year 1500 Omnivael. No main quest — Early Access starts in Mystria.
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Omnivael: Chronicles of the Realm
A note on our journey:
Free to play. Omnivael: Chronicles of the Realm is free on Steam so as many players as possible can live in the world while we harden core systems — economy, NPC life, property, dynasty, and combat — that power this game and future Elder World titles. Optional in-game purchases and merch at The Omnivael Store support development; nothing sold gives combat power or pay-to-win advantages.
Your story starts on Frostwane 1, Year 1500. Will you help us grow the Fourth Age — one household, one trade route, one legacy at a time?
A sandbox life sim at kingdom scale
Omnivael: Chronicles of the Realm is an open-world sandbox RPG with no chosen one, no main quest, and no credits roll. You are one mortal among millions in a high-fantasy realm of continents, islands, and ocean.
Live your way: trade, craft, fight, buy land, open shops, raise a family, and leave a legacy the chronicle remembers. Kingdom politics, merchant leagues, and post-war tension are world weather — quests and consequences you can lean into or ignore entirely.
Early Access begins in Mystria (the heartland kingdom of Valtoria, court of King Alaric Valenor). More regions arrive across EA — not a different game, a fuller realm.
Built for a living world
Omnivael: Chronicles of the Realm is a sandbox built from the ground up around systems that work together — trade, living NPCs, factions, crafting, and exploration — at Year 1500 kingdom scale. Early Access is how we grow Mystria and the wider realm with the people playing in it.
Family first — Marriage, children, heirs, and succession when you die. Your house name and reputation outlive any single life.
Three paths, one world — Wandering merchant, freeblade adventurer, or homestead builder. Blend them freely; nothing is locked at character creation.
Optional company — Hire mercenaries or team up with friends for a contract. Co-op households (1–4) can share a home and business ledger. Your household is the spine of the game, not a permanent warband.
Generational impact — Land, shops, faction standing, and regional reputation carry forward to heirs where the rules allow.
Years of in-studio work on trade, NPC life, and sandbox loops — now opening the realm to players in Early Access.
Explore a living realm
Omnivael is high fantasy — magic, steel, patron cults, and a deep history you uncover through ruins, roads, and rumor — not a railroaded campaign.
The realm (rolled out across Early Access):
Valtoria / Mystria — Human heartland; Silvervale, noble houses, post-war truce (EA launch focus)
Stonehearth — Dwarven delves and master craft
Sylvan — Sylvandar elves and sacred groves
Ravenmoor — Mist borders, Veil clans, and hard country
Aetheria, Caledon, Aquanis, Storm / Zengara, the Isles, Souodex — Trade links, peoples, and content added on a steady cadence
Geography and everyday crowds are generated per world; gods, kingdoms, great houses, and landmark figures stay canon so every seed feels like Omnivael.
Deep, responsive systems
Real-time action combat — Melee, ranged, and magic in visceral encounters; bounties, ruins, and escorts when you want danger.
Magic — Schools such as elemental, healing, and illusion, tied to patron cults and sacred sites; wild magic lingers at ancient places.
Progression by living — Skills improve through use: barter by trading, steel by fighting, harvest by farming. Reputation and lifestyle unlock work — not a linear story checklist.
Robust world simulation — Slot-based inventory, deep crafting, 30-day seasons that shift prices and travel, NPCs who age, work, and die, and a day/night cycle that affects shops, schedules, and encounters.
Technical
Engine: Unity 6.2
Visual style: High-fantasy, vibrant — in active development
Platform: PC (Steam) — single-player; co-op households planned during EA
Omnivael: Chronicles of the Realm is a generational commitment to a reactive fantasy world. If you want a finished 40-hour story, wait for 1.0. If you want a sandbox where systems collide and legacies stack — this is the game, and Early Access is the point.