About the Game
Take charge of a full-sized MMORPG world and fill it with monsters, towns, NPCs, and quest chains. Design the player classes for AI subscribers to use, and keep them entertained!
Design the monsters, balance the combat, and keep your subscribers happy and playing (and paying!) so that you can cover your server and bandwidth costs, all while building new regions for your players to explore as they increase in levels and power!

Build:
- Craft the terrain, lay out scenery to make your world beautiful, raise new land from the seafloor; the world is yours to craft!
- Design the appearance and the combat abilities of your game's player classes, monsters, and more. Buff and nerf classes at your whim!
- Lay out villages and towns, roads, questing areas, and even individual quests with quest chains to keep your subscribers busy!

Manage your Community
- Catch cheaters and ban them (or don't; as long as they keep paying their subscription fees, do you really care what they do?)
- Issue warnings to misbehaving subscribers to keep them from bothering other players
- Assist subscribers who become stuck, or hire game masters to do it for you!

Profit!
- Be a traditional boxed product with subscription fees, or go for a Free-to-Play strategy and instead set microtransactions on potions, weapons, or other goods and services!
Screenshots
6 imagesVersion Information
Steam Patch Notes
Official update history
I've been down with a nasty stomach bug for the last week, but I'm back now! (Today is my first day back in the office)
Bug fixes:
- Fixed parties getting stuck in a 'Forming up' state when the parties were close to an obstruction or a wall (believed introduced in v0.29.7)
- Fixed 'taunt' abilities to work as "pulls" even if they're configured to do no damage.
- Fixed movement logic around extremely long-range 'taunt' abilities on tanks.
- In a party, anyone in a "healer" role now considers healing their party members during the "everybody rest and heal" period after combat.
- Fixed dungeon floor painting being clipped to the navmesh, instead of letting you paint the entire visible floor. (this was an old bug that we'd fixed long ago, but regressed and broke again sometime between then and now)
- Fixed the Daily Finance Window sometimes not redrawing correctly when shifting displayed date.
- Fixed some font-related multi-threading issues while quitting the game.
- Fixed a couple multi-threading issues around terrain editing.
- Fixed subscribers not playing animations when talking to quest-givers or guards.
- Experimental option: The Options window now lets you change how many worker threads you want the game to create and use.
- Linux only: Improved integration with the Pulse Audio and PipeWire audio systems.
We have another content update coming in the near future, and now that I'm finally back on my feet, I'm back onto development of the Factions update.
Big thanks to everyone who has sent feedback and/or bug reports!
-T
This is another hotfix build for the "Tactics Update".
Here's what's new:
- Fixed a crash-to-desktop issue on Windows, which could cause the game to crash without even triggering the game's crash reporting systems.
- In the "Debug" tab of the Options window, you can now set the number of worker threads the game should use to process background game tasks.
- Fixed a bug with text edit boxes so that double-clicking to the left of the first word in the box now word-selects the first word, as it was intended to. (previously, it just placed the cursor to the left of the first word)
Huge, huge thanks to the player who sent me a save demonstrating the crash-to-desktop on Windows bug; having it to test with is what made it possible for me to find and fix the issue!
Weirdly, the crash only affected Windows; not any other operating system. And it was crashing deep inside Windows code in a way which evaded detection by our crash handling systems; I'm still working on figuring out a way to capture and report this sort of issue in the future, but for now I'm happy to just have the crash fixed!
Talk again soon,
-T
Here's what's new:
- Parties are now smarter around densely packed enemies. (previously they sometimes got a little single-minded and could wind up doggedly pursuing a single enemy who ended up walking away from them before the combat began, leading the party through a cluster of other enemies who all would aggro onto the party. This shouldn't happen any more!)
- Subscribers will no longer consider using movement-restricting crowd control abilities to pull enemies. (It's not really a 'pull' if the enemy can't walk toward you after being hit by it!)
- Fixed some bugs where party aggro could be maintained as subscribers transitioned into or out of a dungeon instance, leading to those subscribers wanting to fight monsters which were on an entirely different map, which caused a bunch of bad behaviour.
...plus a fair number of regular bug fixes. As always, huge thanks to everyone who submitted feedback and bug reports!
-T
I *believe* this happening was extremely rare, so hopefully not too many people experienced it! But I believe this update fixes the issue.
I have a few more less-urgent bugfixes that will be coming in a later hotfix. Thanks so much to everyone who has reported issues and helped test fixes!
-T
Fixes:
- Fixed a bug in the redo of destroying network cables/fibers.
- Fixed box-select to be able to select network cables/fibers.
- Fixed network cables and fibers, and also bridges and walls and a few other elements to not be drawn when we know they're outside the view frustum. This is probably only a tiny performance improvement, but every little bit helps, right?
- Fixed the new slider widgets to work better in the dungeon paint fill options UI.
- Fixed a potential crash during game shutdown (post-autosave) if you quit immediately after using a flight point placement tool, or if the most recent tooltip displayed had been showing a flight point model.
- Fixed a potential crash during game shutdown (post-autosave) if you had changed the filter options on the Subscribers list in the Game Overview report.
It's been a busy week of fixes! Huge thanks to everyone who's sent us feedback and bug reports!
-T
This is a hotfix for a few more issues players have reported in the latest Slimline update, mostly to do with new edge cases around changes to our underlying tech.
Changes:
- Implemented a more reliable way of ensuring that game data doesn't change partway through a save. (Showed up as a "vsPropertyObjectLink::Save linked object wasn't added to context??" error message. This issue was reported about six times in total)
- Fix for a game simulation teardown crash involving the network layer. (Showed up as a "Told to remove a pipe that isn't in this network manager??" message. This issue was reported about four times)
- Fixed a crash if the game window gets resized within the first fraction of a second after opening (reported exactly once)
- Valve has fixed the issues we encountered with Linux Steam Runtime 4 and those fixes are now public, so this build converts our Linux build to run via Steam Runtime 4. Kudos to Valve for figuring out the problem and deploying a fix so rapidly!
Thanks to everybody who reported issues! Having multiple reports always makes it much easier to track down these sorts of rare issues!
-T
This is a small update that's mostly addressing issues people found in the Slimline Update which we released a couple days ago.
Most issues were around weird edge cases we had missed while the build was in our public test phase, especially around "double load" situations, where you had entered the game once, then exited to the ingame-desktop interface again, then loaded back in a second time.
But in addition to those bugfixes, we've also vastly simplified the process of generating custom logo artwork. They should look identical to before, but now they require far, far less GPU work to generate, so the hope is that they should cause less trouble when running on old GPUs!
Huge thanks to everybody who has submitted bug reports, crash reports, or feedback to help us really nail down this update, which definitely came in a little on the 'hot' side!
-T
Hi folks! This is just a very small hotfix build.
This update contains two very small fixes:
Overnight we received a crash report from a player whose save failed to load because it contained a broken, non-functional network fiber placement which I had thought couldn't have been saved. This hotfix fixes things so that that the broken fiber placement now gets repaired during the load and the player's save runs successfully again!
Fixes the displayed date of the Eldritch Update, which had been showing the 17th instead of the 20th. (The 17th is when the built went up on our public test build)
Big thanks to whoever it was who submitted that crash report so I could replicate and then fix the issue!
-T
Hi everyone!
This is another small update with bugfixes for various issues reported by players:
Fixed a bug which could cause a small percentage of potential new subscribers to decide that they couldn't afford to pay your game's purchase price when they actually could.
Fixed some misplaced graphics sometimes visible in the grid map view.
Fixed the selection highlight remaining on an object after deselection, if you made a particular sequence of UI actions quickly enough.
Fixed parties managing to squeeze their way through the walls of dungeon layouts and going for a wander in the negative space elsewhere on the dungeon map.
Fixed an issue in map generation which caused New Map seeds to generate differently on Mac builds than on Windows or Linux builds.
Fixed a crash which would happen if you deleted a dungeon while your view was inside that dungeon.
As noted before, most of my time at the moment is going into the upcoming Factions update; I'll be posting a preview announcement later today or tomorrow (depending on your time zone), showing off some of what will be coming with that!
-T
Hi folks!
This is just a small patch with a couple very targeted fixes:
In the last patch, I accidentally broke our map seeds system, so a seed from an earlier build was now building different maps than it did before; this commit fixes that, and we're back to our traditional map seeds!
Also in the last patch, sometimes (although rarely) a map would be generated containing one or more empty spaces (they appeared as large grey areas on the map), and all sorts of bad things would happen if you tried to interact with those empty spaces, sometimes including just moving your cursor over them. We've now fixed that to stop it from happening any more, and for saves which have already been generated containing those empty spaces, we now fill them in with ocean during the load, so those saves should all be good now!
There's also a fix for an issue that could happen if a subscriber who isn't in a party but is inside a dungeon gets so angry that they decide they want to grief other subscribers, and starts to try to figure out whether there's a monster they can lure into a starting area. Now fixed!
Most of my time is still going into the upcoming Factions feature build. I'll have more details on that once I have things to show off!
-T
Hi folks, this is just a very small maintenance patch to address a few stability issues we've seen reported over the past week or so.
Changes:
After continuing to see (admittedly very rare) triangulation failures reported by a few players, we're switching to a new triangulation system which hasn't yet had a single failure reported after a week in our 'test' branch, so.. hopefully this time we've cracked it! (this system is responsible for taking painted shapes and turning them into geometry we can render in the world; monster zones, districts, things like that)
Fixed a new crash bug if you tried to paint a dungeon floor without first selecting the color you wanted to paint it (oops! This one snuck in while I was consolidating all of our painting tools to use a single set of logic instead of having big chunks of duplicated code everywhere)
Improved the performance of entering/leaving the character costume editor screen, so the stutter is now much less bad. (it's still worse than it should be, but I'm saving further improvements for a larger patch with a longer testing period!)
Updated our (very!) old version of GLEW from 1.11 (1.10 on Linux!) to version 2.3.1), which slightly simplifies the game startup process and works better with modern OpenGL drivers, and just is slightly less embarrassingly old now. (version 1.11 was released almost 12 years ago! I feel so old...)
Big thanks to everybody who has reported issues! I'm hoping that this addresses all the critical ones.
We'll talk again soon, once Factions gets to a stage where I'm ready to start showing it off!
-T
Hi everyone!
Ordinarily I'd put this information down below the changelog, but it's important enough to put it up top; we've had multiple reports from players that Discord's latest overlay seems to be causing severe performance problems for MT2, even when the Discord overlay is disabled for the game.
It doesn't appear to be affecting everybody -- we're still trying too figure out the common factors between the people experiencing the problem -- but if you think it's affecting you, a temporary workaround is to turn Discord's overlay feature entirely off. In Discord's settings, in the "Game Overlay" tab down near the bottom of the list, turn off both "Enable Overlay" and "Enable Legacy Overlay". Alternately, I'm told that some players have had success by putting MT2 into either regular "Windowed" or a true "Fullscreen" video mode, in its video options.
If this issue has affected you, we'd be very interested to hear about it! Even if the above fixed it for you, it'd be super helpful if you could send us a bug report in-game from the computer which showed the problem -- those bug reports tell us some details about your hardware and drivers that might help us figure out the common factors to who is being affected!
Anyhow, enough about that; you're here to hear about what's changed in the patch! So here we go:
Changes/fixes in this patch:
Placement tools now work correctly when the camera is rotated or moved while the placement is happening. (so for example, you can now make a ring of scenery items by rotating the camera around a point while holding down the left mouse button in the scenery painting mode)
Improved the speed of middle-click camera movement, which previously was far too fast!
Improved selection outlines to improve the look of bridges and some other structures which descend below the ground, when selected.
Fixed the "Tech" list in the Development window to update immediately when dev projects become available or unavailable. (previously they only updated when you closed the window and then reopened it)
Fixed a crash bug if the user destroyed a district (using the 'backspace' hotkey) while in the middle of an interactive drag changing the district's height or spread.
Fixed camera jitter when focused on parties.
Fixed the descriptive string shown when an ability has no effects assigned to it.
Fixed a crash bug if a player tried to enter (or exit) a modular building which had no entrances.
More aggressive polygon simplification of dungeon floor paints.
Fixed the display of entrances on modular buildings during placement and movement.
Fixed a bug with the 'Custom XP Amount' spinner widget in the boss monster information window, which wasn't responding to clicks correctly or allowing a value to be typed directly into it. Now fixed!
Switched NavMesh generation back to a newer, more advanced system which I think should now be working for everyone!
Improved wall-vs-wall obstruction detection during placement, and fixed a bug which could result in a newly placed wall being drawn in red instead of the correct colors.
Thanks so much to everyone for your patience and help while these fixes came together and while we figured out what was going on for some players re: performance!
I'm now well and truly onto faction development and I'm super excited to talk more about that in the near future!
-T
Edit: This note was originally published for version 0.26.13. I've since updated the build to 0.26.15, which contains a fix for a monster zone placement crash which snuck in when I unified all of our various painting tools into a single paint system as part of this patch. The crash occurred if you tried to place a new monster zone without first setting a monster type for it; we missed that in our testing! Apologies to any players who bumped into it!
Current Release
Build 24727561
Uploaded Aug 16, 2026
System Requirements
How to Install
MT2.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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