looking for additional team members!

Hello everyone!

The Ferocity Unbound Core Studios, LLC team is looking for more members to help bring this game closer to a state where it can begin generating some funding and move into a pre-alpha state from our current pre-development state. While the website has all of the data related to the game (check below) the general outline is as follows:

-Fantasy/Steampunk blended MMORPG (heavy emphasis on fantasy)
-Group Combat Design
-Five Role System (back to the core; none of this “Holy Trinity” copout)
-Mostly open world (we use some instancing)
-PvE, PvP, Crafting, and PvPE (think virtual D&D) are all primary systems (they have their own progression)
-Lore rich environment
-28 Classes
-24 Races
-21 Deities

http:///images/14b.jpg

Overall, Sacrament is a game that brings players back to some of the fundamental concepts of MMORPGs: grouping, adventuring, community, reward, and most of all, challenge! Unlike current games, Sacrament looks to go back to the beginning days of MMOs and bring back a sense of progression and difficulty that many games have either forgotten, failed to achieve, and/or pushed aside in favor of profiting off a more casual gamer market. While we have nothing against casual gamers, it’s our passion to see a game where hard work and skill mean more than luck and the accumulation of dailies and limits to what you can earn per day/week. Of course that does not mean that the casual player base will have nothing to do!
There is a LOT of information about the game design as a whole that would take an entire website to go through… which we have here: http:///

You’ll also find several hours worth of podcast videos with (our CEO and Co Founder) describing the game systems and building a dialogue with other gamers (link below).
We have closed a deal with another company to provide a Service for Service exchange to have them build our game world for us so we’ll be able to start walking around and showcasing our combat module in the game world soon™.

http:///images/2L.jpg

We are unfunded and have maintained between 40 and 50 volunteers - most of which have been here for a year or more - which should showcase the amount of dedication to the overall product and capability of our team.
While we are unfunded we do deal in Term Sheets that are executable once the funding conditions are met with everyone who has the talent and wishes to remain on the team obtaining their own Term Sheet.

Our Current Position:
Our game has just gone into the development phase and our first build is going to be a Basic Combat Build (BCB) to showcase how our combat style within the game world will work. The focus is to show the need for players to work together as they take down 1 to 2 enemies at a time (any more than that may overwhelm the party’s capabilities) by using the five primary roles to enhance and/or allow each other to have a chance to be successful.
We have a world building team and the beginning of a C++ programming team but we’re building an MMORPG and we need more. So let’s talk about what we’re looking for:

-C++ Programmers good with enemy AI (simple for now) and combat animations (casting spells and swinging weapons)
-3D Modelers for props, architecture, and creature models/animation
-2D Level Designers for our Open World and Instanced Dungeons
-2D Concept Artists (creatures and landscape)
-Graphic Designer (for class logos and other similar elements)
-Social Media Expert(s) (all forms of social media)

**Anyone with experience building Design Documentation for the use of all development departments for an EXPERIMENTAL TEAM we have built to streamline the gap between the creative process and development process (usually teams spend MONTHS - even more than a year in total - during the process of developing a game trying to figure out “what to do next” and “how to do it” which costs money… and time)

If you’ve got the talent and want to help with a massive project like this then send an email to as we have multiple sites we work on pulling talent from and may overlook one or two sites so we don’t want to miss anyone who has genuine interest.

Below are some important links:

-Website: http:///
-YouTube:
-Twitter:
-Twitch:
-Facebook:
-Patreon:

Thank you for your time and we hope to hear from you soon!

There are a lot of ideas on youre website for the game!

I wonder, as this is the original thread from April 2015…

https://forums.unrealengine.com/showthread.php?67405-ROYALTY-Sacrament-Sandbox-Fantasy-MMORPG-looking-for-World-Designers&highlight=Sacrament

…and you claim to have more than 40 People working for over an year on the project… how this goes together with “our game has just gone into the development phase”?

Show the people youre progress to attract them!
You can’t have spent 2 years on planning, do you? If not then, what have you archieved so far with that large team? youre website shows just concept art and some basic modelling + one rudimentary environment that looks like kite demo assets…

Also it would encourage people to join you’re project if you could explain a) how you plan to finish that massive scaled project as payment will only occour b) IF a lot of uncertain requirements are met:

regarding a): the leaders don’t seem to have any game-development experience, shiped titles or so. Especially when you write "Anyone with experience building Design Documentation for the use of all development departments for an EXPERIMENTAL TEAM we have built to streamline the gap between the creative process and development process (usually teams spend MONTHS - even more than a year in total - during the process of developing a game trying to figure out “what to do next” and “how to do it” which costs money… and time)
So this seems to me that you lack the experience of how to make dreams of a game actually in a game, otherwise you would know how to do and organise that.
On the other hand a MMORPG as you dreamt it up on you’re website is probably one of the largest and hardest tasks to do.

regarding b: you don’t specify the royalty conditions in detail, but people spending their time and working for free in the meantime will only have the chance of ever getting any money if several critical conditions are all met. One of this condtions is that any stage of funding or money-raising will ever occur. In you’re posting from 2015 you wrote that you plan a first Kickstarter campaign…how did that turn out? As you’re unfunded of now (see you’re thread above) is the plan now to aim for revenue of a shipped game instead and therefore need the finished game? If thats the case, then please elaborate on a) here…as well as on all the other conditions people would have to meet (e.g. work-hours, results and quality, what if leaving the team, intellectual property, …)

It would really help if you could explain those things to all here, who are otherwise freightened and of a frustrating experience and wasting time.

All the best for youre project tho and good luck!