A sky world in rings
Start on the safe outer ring and push inward. Each ring is harder, richer and more contested than the last.
A high-fantasy MMO · Early development
Rings of floating islands circle a magical heart. Fight with skill, forge your own gear, and hold your keep, if you can. The world punishes those who stop fighting.
Early development. Oaths of War is still being built. Everything on this site, from the world and combat to features and names, is a work in progress and subject to change.
The oath
Start on the safe outer ring and push inward. Each ring is harder, richer and more contested than the last.
Heavy-armoured, directional combat for PvE and PvP. Where you swing, block and step decides the fight.
Weapons, armour, potions, bandages, food and siege supplies. Crude gear takes minutes, not hours.
Levels 0–50 across five rings. Your stats rise from what you actually do, with the biggest gains early.
Factions fight for strongholds, guilds fight for keeps, and nobody holds the map forever.
From overgrown rats on the outer isles to the deadliest dungeons at the heart of the world.
The world
Magic grows stronger toward the centre. So do the monsters, the materials and the risk. Pick a ring to see what waits there.
A great outer circle broken into many islands, each with a town full of NPCs and quest givers. Learn to gather and craft, explore in safety, and take your first faction quests.
Monsters: overgrown rats, large bats, wolves, goblins, boar and low-level raiders. Mounts: horses and boar.
Own a house and keep your own tier 2 crafting benches in it. Basic dungeons, with their own NPCs and quest givers, test you before the wars begin.
Monsters: armoured bandits, ogres, bears, large snakes and alligators. Mounts: buffalo and other stronger mounts.
Where PvP begins. Islands are grouped into sectors, and small groups of 5–15 fight to capture strongholds for their faction. Guards hunt anyone who murders too freely, so new fighters aren't simply farmed.
Sieges: tamed trolls hurl rocks like trebuchets; horned elephants batter the gates.
Guilds claim keeps, one per guild, and stage their push into the heart. Hold a keep too long without a challenge and the world itself comes for you.
Threats: rival guilds, AI war bands and monster overruns.
Wilderness rich with the highest-tier materials, safe only at the entrances. Up to four great dungeons with traps, bosses and the hardest monsters in the game, plus developer and GM events.
At the very centre: an arena island for tournaments and events.
One gold carries you between islands. Small-group ships take at most five, so a few can escape a zerg that can't follow.
Arrive protected for a short time. Dock guards belong to no faction and cut down anyone who starts a fight on the landing.
The fast way from town to a stronghold or keep, paid for with a very rare resource. Worth it when a siege needs you now.
Combat
Directional, skill-based melee in heavy armour, for monsters and players alike. Better gear helps, but the gains shrink after tier 3, so at the top it's your hands that win.
Crafting
Hunt, gather and craft your own weapons and armour with little effort, so losing a fight never means losing a week. Less gear fear, more fighting.
Territory
In most hardcore PvP games, the biggest alliance locks up the map. In Oaths of War, a keep that nobody challenges becomes a target for the world itself.
A guild storms a keep on the Keep Isles and claims it.
If no rival tries to push them out within a few weeks, the island grows restless.
AI war bands begin to assault the keep, or monsters overrun the island.
An asteroid falls, destroying the keep and everyone on the island. The world's magic heals the island in a few days, and the fight begins again.
Rings 1–2: new lands and monsters, safe from PvP.
Ring 3: faction warfare with partial loot, guards and faction police keeping it fair.
Rings 4–5: open PvP with full loot. Bring what you're willing to lose.
Development
Oaths of War is made in Unreal Engine 5 by a small core team, with playtests every two to four weeks. The game is in early development: plans change as we build and test, and nothing here is final.
Milestone 1 · Reached 18 Oct 2026
One island, some monsters, a little crafting, and about 20 players fighting each other in the combat and movement test.
Milestone 2 · In progress