
PlaneShift is a Role Playing Game immersed into a 3D virtual fantasy world! A medieval world, with many cities to explore, monsters to fight, weapons and equipment to find and craft. A skill based progression system, magic and many quests.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About
PlaneShift is a Role Playing Game immersed into a 3D virtual fantasy world! A medieval world, with many cities to explore, monsters to fight, weapons and equipment to find and craft. Old school as we are one of the first free MMOs!
Made and maintained by volunteers (as a hobby!)
Original setting and lore
9 playable races with unique traits
Professions and crafting through a skill system
Original magic system with six Ways of magic
Hundreds of quests
Many cities and outdoors to explore
Open development approach, anyone can contribute
Available for Windows, Linux and Mac
Genres
Stats
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Another Yandere Dev situation. Community insists the game being in this state is an amazing accomplishment because it's one dev not requiring any payment (does have optional donations). However digging a little deeper, it's clear the development pattern that is going on here and how the game got to the state it's in.. I even originally bought into the story they were selling as a reason to leave a good review. Unfortunately, or maybe fortunately, I was disillusioned after a very negative social interaction. The start of the game can be a struggle for a lot of people. I mentioned my friend was struggling with it and was told outright "This might not be a game for your friend then." I tried explaining how it's not a good idea to tell new players that a game might not be for them when they've seen so little of it. Dev chimed in and agreed with the person who said the game might not be for them. A shame. This game really had my respect for a lot of things, including running for so long without requiring any payment for any content. It's commendable. But It's an MMO, what good is an MMO without a sense of community? If you're not going to encourage new players then I just can't stand by you. The following are issues with the game, in no particular order, that I bit my tongue about originally: Help info is inaccurate and out of date, tutorials skip over important stuff, and if you ask for more details you'll just get referred to the tutorials, that, as mentioned, are missing things. No one wants to actually help new players. The dev literally told me to just be glad I got any response at all. Important assistance/accessibility features exist but are hidden. Most games will accommodate players with hands/wrist issues, here it's seen as botting. I saw threads in the forums where the response to this was, "If you can come up with a way to automatically attack without allowing botting, let us know," as if that problems wasn't solved in MMOs forever ago. Accessibility is important. You aren't a group that cares about your community if you're more concerned with non-existant botting than people's medical needs The game has nothing in it. It's a very large world but you can literally end up walking for hours and encounter not even an enemy. Crafting systems are needlessly complicated. This would be fine for immersion if it was immersive, but there are steps in processes that make no sense and are outside the scope of immersion. It is both a slog, as well as immersion breaking The server can't handle more than 20 people without rubber banding becoming a massive unplayable problem. The single server. That's not an MMO, The estimate on the amount of people the server can handle was given by Gonger who stated, after someone complained about rubber banding, that there were 24 people online and that starts happening at 20+. I normally wouldn't single someone out but I think it's important to note this isn't something I just made up myself, I got it from someone respected in their community. Rubber banding also occurs regularly because the server and client constantly desync. You have to regularly switch to walking or wait for a resync, interrupting gameplay and ruining immersion. You can fall through the world out of no where and will be stuck there. The only resolve to this is to type /die. There is a /unstick command but it doesn't do anything. I literally fell through the world during the tutorial. Imagine that for a new player experience. You can get stuck on terrain and soft locked there. Breaking immersion. A shame /unstick does nothing Player placed objects are all over the place, cliping through things, being used as makeshift boundary breaks. This breaks immersion. Texture stretching is all over the place. This breaks immersion You can see through the world because geometry, like the ground connecting to the sidewalk, is poorly placed. This breaks immersion. There is a special command for reporting specifically these issues. It does not work. Many stairs will stop you dead in your tracks because they aren't programmed to be properly walkable and you have to jump instead. Similarly your character will fall off the edge of railinged stairways because they'll just step over the railing like it's a stair. Best of both worlds. As usual, breaks immersion Intentionally placed scenery objects seem just randomly thrown together. Trees will be growing out of boulders, grass will be floating in the air, clipping is all over the place. Breaks immersion. The game's introduction is easily one of the worst you'll ever experience in your life, it's a major deterrent for new players. If you feel this way then the dev agrees the game is not for you. Animations for combat will often not play or interrupt each others. Spell animations are so slow you can't even tell if they've completed and you should switch back to attempting to attack. The game requires you to face an enemy to hit them. Nevermind that auto facing an enemy should just be built in, let's say okay fine you have to manually face the enemy yourself to line up an attack. Well that's still a problem because it rarely lines up and turns into a guessing game. Enemies mostly lack any real pathing, general resorting to teleporting to a location. With the game's targeting difficulties this is very problematic. Not only do they teleport away, but many times way up in the sky or beneath the world. In the sky they'll at least fall back down, but under the world makes you unable to continue interacting. Immersion You can walk through all water as if you're on land, no swimming or anything of that nature, you can just walk the bottom of lakes and rivers. However there is one section with proper water that you can swim in, one very small section. This indicates the system is in place, but the dev has opted to not implement it everywhere. Immersion breaking. I literally have to stop well before I've touched on even half the issues because it's clear this is already at an unreadable length for most. If I listed every issue the game had I'd have to list everything in the game in it's entirely. You'll notice I mentioned how much the game breaks immersion. I harped on this because of just how much they harp on immersion in the game. It's something they actively enforce. You are to talk a certain way, you are to have a proper name. Your actions must not break immersion, meanwhile the game itself breaks immersion everywhere. And here is what I think is going on. You'll notice a lot of what I mentioned are maybe minor, they are bugs, they are polish. Btu the thing about fixing bugs and polishing your game is it's BORING. Prototyping new things, creating new systems, that's where the fun lies in game developing. This is exactly what happened with yandere dev as well, which is why I liken the two. As of right now the dev is focused on adding a card game that is both independent from the game as well as playable in game. In his own stream he said it's his focus. I'm sure the average person could play this game for less than an hour and see many more important things that are needed. If the dev narrowed their focus for even 1 out of those 24 years of development I'm sure a lot of these bugs could get resolved. But the player base will inevitable say it's just one dev, what can he possibly do. That's very much an excuse that sounds reasonable and makes you sympathetic until you realize the actual reason it's like this is due to a dev that does not go past prototyping phases for anything he adds. Nothing better exemplifies this like the in game bug reporting not even working. He simply does not care about the bugs or fixing them.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If you are looking for a game to RP or just enjoy the story and mechanics, this may be the game for you. The game(referring to the 3D world and previous versions) were built and developed around the RP and not the other way around. Previous versions of this game have been around well before 2002 when the 3D version was released over two decades now and has been considered the "first 3D MMORPG to be fully free for players". The current version allows for more features and better graphics, and still supports Windows, Mac and Linux! While it is not without it's faults as it is being developed mainly by one dev, it is constantly being updated to fix bugs and add new features requested by its' player base. Give it a try, especially if you are tired of the 3-5 minute matches most games today offer, it can provide hours and years of entertainment.
It was neat, but long-term, your release on Steam is now, but OG release was 20+ YEARS AGO. Steam needs to stop treating old as ♥♥♥♥ games as NEW RELEASES. While there is a nostalgic feel to this game, it's also 20+ years with no effort to improve literally anything. If you're stuck with 20+ years ago and want nothing improved, this is exactly for you. But otherwise, hey devs... do better? K thanks.... and bye forever.
OLDSCHOOL REVIEW I discovered this game back when I was 12 years old. I am now a middle aged gent. The game has improved immensely. I am happy you are using Unreal Engine. Classic Nostalgia Graphics: 10 / 10 Complexity Of Skills: 8.88 / 10 Skills Probability Of Failure Feature (Purification Process): 10/ 10 Email Login Ease: 10 / 10 Roleplaying Potential: 10 / 10 Animations: 8.88 / 10 Character Movement: 8.88 / 10 Character Decent Speed Walk / Run: 7 / 10 Menu Buttons / Ease Of Cursor On Exact Spot: 7 / 10 Map Size / Amount Of Maps / Seamless Stitch: 10 / 10 No Pressure PVP System: 10 / 10 Guilds: N/A at this time Sitting Button On Keyboard (Smooth/Trigger): 7 / 10 Exploration Hidden Areas: 10 / 10 Since this game is an OLDSCHOOL Classic and Millenials who grew up with thier first clunker PC's experienced the entire gaming transition; I would RATE this game very highly for it's unique FLAVOR. PLEASE do NOT rate or compare this game to new games because it's a legendary classical game similar to Auteria or Oberin or Might & Magic 6/7/8. Please rate this game based on it's history, unique perspective, it's grit to stay alive for a devoted community of players and really take your time to experience it for a few months before writing up a review.
[h1]PlaneShift – A truly unique MMORPG game experience[/h1] [h2]Suit your taste: pure role-play, skill grinding or hack&slay[/h2] You will not find an RPG that has such a balanced mix of traits catering to every imaginable taste and variant of the RPG-experience: If you love pen&paper or text-based online role-playing, you will find a world full of wonder to dive into, study its lore and take up your place amongst its inhabitants. In the game's main chat there are strict standards for in-character communication that will thus nicely suit your taste and foster entertaining events and fun chance encounters with other players from around the world. Do you feel that role-playing should not simply depend on your imagination but that your character should be able to fulfill their role supported by actual game mechanics? Suit yourself and take your pick from the dozens of skills that the game is offering. Thus design your individual character traits, a trade and character background – free from limitations like character classes or the like that you might have encountered in other representatives of this genre. Craft and cook or fight and collect – go and create the individual character that you have imagined for your role-play. Fighting monk – check! Alchemical cook – double check! Or are you more of a collector and a true dopamine junky? You enjoy the hack&slay approach, always looking for that perfect item in the spoils of your fighting? Yliakum – the world that PlaneShift is set in – offers hundreds if not thousands of foes that you can fight for loot. Items dropped have combinations of modifiers determining their value and special attributes, that might – given the right combination – make an item unique within millions of drops. There will be that special helmet, making your defence that extra-bit better, or the magic staff that ups your already considerable skills as a sorcerer by another ounce, that will give you the upper hand in any magic duel. [h2]Decades of development[/h2] Starting in the late nineties, the game has gone through nearly three decades of development history to look back upon, with ups and downs, sometimes following and sometimes countering the latest trends in video gaming. With that many years, it beats most of the other freely available games, programmed by volunteers, hobbyists and enthusiasts, that might have died an early project-death and remain incomplete and lacking. Currently the game client has been redesigned from scratch to migrate from its original open-source 3D-engine to the commonly used and more powerful Unreal engine. In tow with that came not only more competitive graphics and art renderings, but also a geat extension towards a seamless and open-world map, rich in detail and of a size that you can literally loose yourself in. New towns and dungeons followed suit and the world is ever expanding. [h2]Unique lore within an exceptionally creative game world[/h2] Imagine a hollow world, inside a gigantic stalactite, home to a multi-racial populace; picked, saved and thrown together from their doomed homeworlds by a band of gods that run this new world's fate and determine its ultimate destiny. There are short dwarfs and tall and lean elven races, but that is already the limit to standardised high-fantasy and Tolkienian borrowing that you will be able to find in Yliakum. Beyond that there are also the horned and powerfully built Diaboli and their mongrel offsprings called Ynwnn, the human-like Ylians endemic to the stalactite and, the silicate-based and genderless Kran created and chosen by the god-in-chief. There are waterdwelling races from the aquatic bottom of the world as well as winged inhabitants of airy heights. Find lone huts and wild tribes of sentient beings, laboratories, underground cities and libraries full of books, explaining history, politics, past episodes and events as well as every race's very own culture. Read up on plants and animals that populate this strange world. An unrivalled, immersive experience! Get to know the world by going on quests for the characters you meet, or design your own events and stories by taking on an apprentice, marrying another character or leading a solitary life as an explorer of the unknown. Join one of many guilds in which player characters band together to share knowledge and experiences, battle the most powerful beasts of the lands or just enjoy fun and banter together. Guilds may own proper houses located in the cities of the game world to share a space amongst their members, use and decorate it together. Some guilds are again brought together under the common roof of an alliance organisation. Alliances as well as single guilds might fight battles and wars against one another for glory or dominance. [h2]Selected game-play features[/h2] Improve your character's health and powers by investing into your physical and mental capacities, or improve your skill to train your body and get even tougher and healthier that way. Hone your fighting skills with an assortment of weapon types, blades of all sizes, spears and staffs, clubs, maces, hammers, axes, bows and crossbows. You may also find it more suitable to fight barehanded and thus – in time – turn yourself into your weapon. Seek protection behind a shield, and armour yourself with suits of different weight and tenacity: leathers, chain mail or plate. Take a plunge into a unique world of magic, divided into six separate schools – or Ways – of magic, each with a different focus and strength: The Azure Way teaches the workings and the control of the mind. The Blue Way is liquid, untameable and transient while the Brown way harbours the more solid forces of mother nature. Crystal Way seeks to apply the energy received from the worlds single source of light and heat. The Red Way is fiery heat and entropic chaos where the Dark Way is a powerful draught into emptiness and despair. Create items of quality determined by your own crafting skill and the quality of your raw materials. Provide for yourself or work in order to sell to other player characters or non-player merchants: Craft diverse weapons, shields and armour, magic jewellery to boost its wearers skills and powers. Cater to your friends by baking, cooking and brewing tasty treats. Provide help and support to those in need as a herbalist or alchemist. Entertain the world with your self-composed and performed music, as an actor of your own play within the game, a writer of stories or scientific discourse or as a map-maker of fame. Find an animal companion to assist you in your daily ordeals or one that can be saddled as a mount and take you to far-away places much faster than your own two feet. Collect resources by harvesting plants, mining ores, or spending time at the banks of rivers and lakes as a fisher. Take on several hundreds of minor jobs and epic quests that will lead you on to learn a craft and explore the world. Of course they will reward you with riches or items that can be hardly obtained any other way. [h2]Open development, open community[/h2] The developer and game masters' team is always working to provide roleplay events on a weekly basis. Development is transparent and welcomes player input and contributions. The active community will welcome you with open arms and provide any help you might need to find your way into the game world. Even if just a few souls are around you will find warmth and friendship amongst the players of this really grown-up game. Come and join us and see for yourself! PS: [i]A personal remark: I find it strange that I have to "disclose" getting a free game for free. Apart from that I have played this game not for some hours but for nigh 20 years before it was available here.[/i]
An excellent MMO focused around roleplay, where you train by using your skills, and you can be practically anything; Beer Brewer, Musician, Alchemist, Mage. Roleplay events every Saturday 8PM GMT, There are procedurally generated dungeons, unique creatures, strange metal alloys to work with, you can play as Demon, Kitty, Winged Lizardlings, Merman. 1'000s of hours outside Steam.
What to expect: - old school style, when games were made to be games - no hand-holding if you get in trouble is your fault - open world, free to explore - lot of different places and cities to visit - a nice community and amazing support, easy to get an answer - a small player base, which makes the game more intimate and special - roleplay possibilities - easy to provide feedback to the dev team What NOT to expect: - a polished, finished game - guided gameplay, where the game tells you what to do The UI is at the moment pretty inconsistent in color and style. This game is unique in so many ways. Give it a try.
This game for some reason has a convoluted character creation system which involves incredibly bad voice acting and forces you to run around and arbitrarily pixel hunt for some spot on the map to activate a cutscene I promise you will not care about. It seems like it might be promising if you managed to make it past that without falling asleep or dying of boredom, unfortunately I don't have infinite free time to find out and the dev and community are downright hostile to feedback so I won't be finding out
Might be a pretty good game in there some where. UI is terrible, stutter and rubber banding along with terrible camera controls after a while made me motion sick and I had to leave. I was going to come back and try it again but decided I really don't want to barf. Probably when the game came out decades ago it was top notch, now I think its just going to be a curiosity to most that try it.
It's free and does not carry any microtransactions, the costs are (seemingly) all carried by the one dev who's actively working on it. He responds to feedback positively unlike some other comment that tries to claim otherwise. However, the amount of work this game requires can not be carried by a single part-time dev alone. This game needs an entire team that studied different areas of the extensive code to address all of the issues that are present (mainly performance and gameflow). Until then this game will remain a WIP forever. Yet it's still fun for what it is and I suggest people to make their own opinion of this. Join the discord and don't mind the haters in the reviews. It's a jank gem beneath layers of even more jank and seemingly unfinished optimization and new player guidance yet it's still [i] fun [/i] and that's all that matters in the end. I wish this game received the attention and care it needs [u] and[/u] deserves but who am I to complain about a free game from which the dev doesn't even benefit financially?
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.