October 2026 update ·
Goldthread: the October build, in motion
In October, 19 small moments in FateMMO started answering what you do. Kill XP falls into the bar as gold sparks, loot flies to your bag, an enchant holds its breath before the result lands, and the HUD presses back under your thumb. Every loop on this page was captured from the game's renderer, and every menu is now a page of one open book.
Captured from the current build's renderer with example data; character names are stand-ins. The native game is in internal TestFlight. The free external TestFlight waitlist is open, invitations are not live yet and there is no date.
Rewards
Goldthread: ten reward moves
Rewards now travel to where they live. Motion starts only after the server confirms the result, every value lands on the server's total, and the Reduced Effects setting turns it off.
Touch
Pressmark: nine touch moves
Every press, refusal, hit, buff, invite and fall gets an answer you can see, drawn with the game's own Codex art.
The Crossroads Codex
Every menu is a page of one book
Inventory, Status, skills, trading, the marketplace, the Flower Book and pets now read as pages of one open book, refit for wide phones, 720p and iPad layouts. More Codex pages are in progress.
Also landed
Also in October
- Boss telegraphs fill steadily and reach their rim at the moment of impact; lines and cones match the server's shapes and draw under the actors.
- The Necromancer robe and the Mind's Eye hat were refit to the new body, split armor snaps to whole texels, and portraits share one crop.
- Joining the Arena queue now waits for the server to confirm it, and the Arena panel follows the server's state through party changes and dungeon transfers.
- The iOS build plays in landscape only, matching how the HUD is laid out.
- Skill Studio, the editor's skill-timing tool, gained a timeline that snaps to frames, server ticks or beats, and a Feel Lab that previews how a skill feels under network latency.
Skill Studio and the rest of the editor live in Fate Engine, the custom C++23 engine behind FateMMO. The roadmap lists what has landed, what is in testing and what comes next.
Not shipped yet
In progress
- Title-screen and sign-in motion: concepts are captured and none is picked yet.
- A walk bob for the character's whole paper doll.
- Fixes for players moving between dungeons and the world.
- More menu pages redrawn as Codex pages.
From the July 2026 build
Earlier footage
Longer play from the July build, before October's motion work. Nothing loads from YouTube until you press play.
Questions
Is this live gameplay?
These loops were captured from the current build's renderer by the game's own render tests, with example data, and the motion is drawn by the same client code the game runs. Character names are stand-ins. None of it has been staged as a live session or a release.
Can I play FateMMO yet?
Not yet. The native game is in internal TestFlight. The free external TestFlight waitlist is open, invitations are not live yet and there is no date. You can play FateMMO: Awaken, the free browser RPG set in the same world, right now.
Can I turn the effects off?
Yes. The game's Reduced Effects setting turns the reward motion off, and every value still lands on its total at once.