Skip to content
Gallery
Full-loot sandbox MMO · PC
Three travellers on a sunlit path, with mountains beyond the meadow.
01 Gather in the open
SUNSTEEL

Keep what you can hold.

Gather, craft, build and raid in one shared world. Every item is
player-made, every base can be raided, and every stranger is a decision.

Closed betaLate October 2026

Join the beta testSteam page coming soon

PC Early AccessLate December 2026

Watch the trailer
SUNSTEEL · Gameplay reveal

Gather. Craft.
Build. Raid.

Captured in game
SUNSTEEL · Gameplay reveal

Gather. Craft.
Build. Raid.

Captured in game
Players are the story

Fishing at dusk.
Raided by midnight.

Skill in town, trade at the market, then lose everything you carried on the road home.
No scripted story. Just the one you and everyone else make.

Gather · Craft · BuildTrade · Explore · Fight
The wilds · Captured in game
The living world

Safe in town.
Fair game outside it.

Past the walls, the materials get better and the rules get thinner. What you carry belongs to whoever walks home with it.

Explore the map
Safe townsContested landFull loot
World & risk

Know what
you’re risking.

Four rings, from the safe towns to the Core.
The further in, the better the haul and the more you can lose.

  1. Travellers gather outside a timber-framed inn in the afternoon sun.
    Safe towns

    Keep what you earn.

    No player combat. Bank your goods, work the market and craft in peace. Die here and you keep everything.

  2. A timber-framed player home surrounded by fields and flowers.
    Contested wilds

    Build beyond the walls.

    Claim land and gather better materials. Attack a player or raid a base and you’re flagged a criminal for everyone to see.

  3. An encounter among snow-covered trees and blue mountain shadows.
    Full-loot wilds

    Fight for the haul.

    Richer resources, open combat, full loot. Die out here and everything you carried belongs to someone else.

  4. Two players fight beside the water in a sandy landscape.
    The Core

    The highest stakes.

    The rarest ore in the world and the Sunwell. Every serious clan ends up here. Full loot outside the one safe town.

Gear up in town
Markets, banks and crafting stations. No one builds in town: every base is out where it can be raided.
One shared world
Everyone shares the same day, night and weather. You meet other players on the roads, at the ore and inside delves, and you decide what happens next.
Craft & trade

Every sword was
made by someone.

No NPC sells the good gear. Players gather it, craft it and set the price.
When it’s lost in a fight, someone makes another.

  1. Players fish together beside a broad stretch of water.01Gather

    Bring it home.

    Chop, mine, fish and forage. Everything in the game starts as something a player carried back.

  2. Players gather in a timber interior lit by warm windows and a fire.02Refine

    Make it useful.

    Ore into ingots, hides into leather, a catch into a meal.

  3. The crafting and inventory interface shows a copper hatchet recipe.03Forge

    Make the gear.

    Weapons, armour, tools, walls and charges. Your maker’s mark goes on every piece, so buyers know whose work it is.

  4. Two players use the direct trade interface beside a shared hearth.04Trade

    Set the price.

    Sell on regional markets, fill buy orders or trade face to face. Nothing binds, so anything can change hands.

  5. Players face one another beside a stone chapel.05Risk

    Lose it. Buy another.

    Full loot moves gear into other hands every day. That’s why crafters always have customers.

Better materials, better gear
Smithing, carpentry and tailoring turn raw materials into weapons, tools and armour. The material sets the tier; the crafter’s skill sets the quality.
Nothing binds
Every item can be sold, traded, hauled or stolen. Whatever you craft has a buyer somewhere.
Markets & hauling

Prices change
with the road.

Every town prices its own goods. Buy cheap in one, carry it to another and the margin is yours, if you make it there.

  1. Travellers gather outside a timber-framed inn in the afternoon sun.01The Exchange

    Post a price. Walk away.

    Every region runs its own market. List goods, post buy orders, or buy and sell instantly at the best price on the book. Guide prices show what things usually go for.

  2. A party pauses on a sunlit path below high cliffs.02Hauling contracts

    Get paid to carry it.

    Post a job and your crowns are held until the goods arrive. Couriers put up collateral to take it. Deliver and get paid. Lose the parcel and the owner keeps the collateral.

  3. A timber-framed player home surrounded by fields and flowers.03The Trade Hatch

    Run a shop from your wall.

    A cabinet in your base’s outer wall. Browse every market from home, buy remotely, take deliveries and sell your stock. It holds real goods, so raiders want it too.

Heavy goods take the road
Bulk loads and sealed parcels can’t ride a waygate. Someone has to walk them through the wilds.
Opened means failed
A courier carries the parcel, not the contents. Break the seal and the contract fails.
Stock the clan
Set standing restock orders paid from the clan treasury, so the walls and forges never run dry.
Build & raid

Your base
doesn’t log off.

Build walls, stash your haul, pay the upkeep. It stays in the world
while you sleep, and so do the raiders.

A timber-framed player home surrounded by fields and flowers.
A player-built home · Captured in game
Four building grades
  1. Timber

    Your first home.

    Cheap and quick. A siege maul will get through it.

  2. Stone

    Stronger walls.

    Shrugs off mauls. Raiders need blasting charges.

  3. Iron-bound

    Reinforced.

    Built with delve components. Raiders need better charges and more of them.

  4. Armoured

    The toughest grade.

    Rare materials, rare components. Getting through costs raiders their best charges.

Keep it paid
Materials in your claim cupboard pay the upkeep. Let it run dry and the walls start to decay.
Breach and take
Raiders blow walls and doors to reach your storage. Capture the claim cupboard and the base is theirs.
A shared delve · Captured in game
Action combat

Read.
Parry.
Punish.

Aimed swings. Real stamina.
No tab-targeting. Read the wind-up,
get out of the way, punish the recovery.

Every swing commits
Heavy attacks leave you open. Spam them and you get punished.
Downed, not dead
A downed ally can be picked back up, if you get to them before the enemy does.
Shared delves

Go in together.
Get the loot home.

Guardians hold the rare components.
The delve is shared, and the other party
in there wants them too.

A party assembles outside a stone-framed dungeon entrance.
The entrance
Players confront the Iron Foreman in a torchlit chamber.
The guardian
Components, not gear
Delves never drop finished gear. They drop the parts crafters need for the best weapons, armour and walls.
Rival parties
You might meet them at the guardian, at a chest or at the exit. Fight, team up or race them out.
Skills

No class.
Just skills.

Skills level as you use them. Fish, smith,
pick up a bow, swap to a staff.
Nothing locks you in.

  1. Players fish together beside a broad stretch of water.Gather

    An evening by the water.

    Fish, chop or mine. Every action trains the skill and leaves you with something to use or sell.

  2. The crafting and inventory interface shows a copper hatchet recipe.Craft

    Make your next upgrade.

    Train a craft to work better materials. Kit yourself out, build your base or supply everyone else.

  3. An archer takes aim near the cottages and fields.Fight

    Try another weapon.

    Sword, bow or staff. Train them all on one character. No rerolls.

Players gather in a timber interior lit by warm windows and a fire.
A shared home · Captured in game
Clans

Pick your people
carefully.

Share a base, split the upkeep, run delves together.
Find out who you can trust
when the walls come down.

Shared everything
One base, one storeroom, one upkeep bill. Gatherers, crafters and fighters all feed the same clan.
Clan warfare
Declare wars, take Clan Holds and race for the Sunwell. Alliances are whatever you make them, and so are betrayals.
The endgame · The Sunwell

Forge it.
Or steal it.

Clans craft sun cores and carry them to the Sunwell. The clan that feeds
it most wins the cycle. Nothing says you have to make your own.

  1. Gather

    A core needs ore from every ring and parts from the deadliest delves. No clan does it alone: trade for the rest, or raid for it.

  2. Hold

    A core can’t be banked or sold, and it crumbles if you sit on it. It lives in your base or your pack. Both can be taken.

  3. Feed

    Hold the channel at the Sunwell while the whole region is told you’re there. Survive it and the point is yours for good.

  4. Win

    The champions get their banner over the capital, their names carved in stone and a trim colour only they can wear next cycle.

Then the server wipes and everyone starts level. Your name, look, clan, cosmetics and record carry over. Small clans get their own leaderboard.
Captured in game
Explore the gallery
Questions

Straight
answers.

What’s it like?
Gather and craft like an old-school MMO. Build and raid like a survival game. Combat is skill-based action: no tab-targeting.
Is it pay-to-win?
No. The store sells cosmetics for housing and capes, nothing else. Every one of them can also be earned by winning a cycle.
Can I play alone?
Yes. Gather, craft, trade and build on your own. Parties make delves easier, and a clan makes a base far easier to hold.
Is anywhere safe?
Towns. No player combat, no death drops. Contested land allows claims and raids. The deep wilds and the Core are full loot.
Can my base be raided while I’m offline?
Yes. Bases stay in the world when you log off. Keep the upkeep paid and the walls upgraded.
How do wipes work?
Each cycle ends with a server wipe. Skills, items and bases reset so everyone starts level. Your account, name, look, clan, cosmetics and record carry over.
What platforms?
PC first, then iOS and Android with full cross-progression: log off your PC, pick up on your phone exactly where you left off. Console follows.
When can I play?
Closed beta in late October 2026: join the beta test at the bottom of this page. PC Early Access in late December 2026. The Steam page is coming soon.
SUNSTEEL
PC · iOS · Android

Bring friends.
Trust some of them.

No pay-to-win. Full cross-progression between PC and phone. Console to follow.

Closed betaLate October 2026

PC Early AccessLate December 2026