Questions and Answers
Is Spirit Relics a real game in development?
No, it isn't. I mention in the welcome page, this is currently a "game concept" website. An MMORPG is one of the most expensive and resource intensive games to create. If I had the resources, of course I would love to make it, but I have never done anything this huge in my life. The most I could do on my own, would be to create demo games showcasing specific mechanics with basic shapes as placeholder assets, which is planned down the road.
What games inspired Spirit Relics?
I like to think of Spirit Relics as a combination between Monster Hunter and Runescape, but after I started this project I discovered that Valheim, and Rimworld have similar mechanics.
Monster Hunter - Ecology based grounded fantasy, and food buff based mechanics
Runescape - Many different skills to explore and do, and community features that make a good classic MMORPG experience
Valheim - Survival, construction and non-hand holding challenges, and free roaming monsters
Rimworld - Overall construction and utility progression, and NPC and character traits, and different difficulty options
So, Monster Hunter, Runescape, Valheim, and Rimworld meshed into one. (But I have only seen videos of Valheim since I'm usually too busy to play new games.)
If Spirit Relics became a real game, would it have a cash shop, or daily quests?
No, I hate cash shops and daily quests.
What about a cash shop just for cosmetics?
No, I would rather have the items and assets in the game always have history of their origin and place in the world.
Did someone inspire you?
You can give that credit to Josh Strife Hayes and his "Worst MMORPG Ever?" series, (but I am not affiliated with him by any means.) At first I felt like I was overthinking everything, and perhaps I do, but his commentary about immersion and mechanic purposes validates all my feelings. I can only hope that if he ever reads this website that he likes it too.
I have a question/comment/feedback.
Contact me at contact@spiritrelics.com