
Screenshots

World Class
Spadez
Content notice: Violence - There will be combat and violent moments in cutscenes. Blood/Gore - Blood splatter and a bit of intense violence with very little actual Gore. Drug Use - There will be drugs (fantasy versions) and the use of them will be available to players.
Last updated 27 Sept 2026
World Class is an RPG that uses a mix of stylized art and realistic textures . You create your character and define your story with customized ability sets with modifications that make the overall feel more personalized.
Adventure, RPG · More free games
Embark on a unique RPG adventure in World Class, where you craft your own story and abilities. With Spadez as the developer, this game blends stylized visuals with realistic textures to create a deeply personal experience.
About this game
World Class is an RPG that uses a mix of stylized art and realistic textures to tell the story of new adventurers in this world, striving to become World Class Adventurers. You create your character and define your story by the actions you take along this winding road. Customizing your ability set is a key feature of the game, but what stands out is the ability to further modify your skills/abilities with modifications that make the overall feel more personalized.
Are you ready to take on the world and become a World Class Adventurer?
Play alone or with others!
With a quest system designed for single player or multiplayer difficulties, you can search for a party online or join up with friends to take on the world's challenges.
Explore a vast and beautiful world!
Taking advantage of Unreal Engine's 5, a larger world can be made for players to explore with an art style to show off its beauty.
Personalization is key!
Having spells and abilities is a must have in RPGs, however being able to tweak them to your own play style is necessary giving your characters a more personal feel.
Though this game is a bit away, development will be open and vocal about what will be changed and will release polls to see if this is what the community wants as a whole. Though we are in Concept phase, play testing will be a HUGE part of the game making process so that we can get real time feedback and adjust/fix things that need addressing immediately.
Have fun in the world and become World Class!
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz 3.70 GHz
- Memory: 16 GB RAM
- Graphics: NVIDIA GeForce GTX 1070
- DirectX: Version 11
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Progress
Hi all! I have been updating my progress on my Imgur account, but forgot to update here! Inventory - DoneItem Database - DoneQuest System - Done Now I am just adding quests and items as needed. Since the adding to inventory can add any items listed in the Item Database, I just need to add what is needed then start adding some key features. Right now the testing level has the teleportation windmill, quest board, orchard graves, and the entrance to the instance of the mines below. Lighting and adding some game loops is the next step. Cooking and Mining/Smelting are coming first. Story isn't forgotten, it will be present, but I kind of want to keep it simple for the concept build. I don't want to make constant changes and have players feel the parts they have come to love suddenly gone or entirely different. Watching YouTubers such as Jack Scepticeye talk about Subnautica: Below Zero and how the story entirely changed from what was presented and though it is still loved, made him and others not feel as connected and feel disheartened. That being said, I don't want the world to feel empty of life from lack of depth of story. I will be including a bit, and once the tower is available to start raiding the story will be a big part so a solid foundation would be perfect. The story isn't finished, but the majority of it has been put in place. It is just it coming across and not putting it out in a convenient but not natural manner. I just wanted to throw an update out at you all and will keep chuggin along!!!Read full article on Community Announcements (Mr. Indubitably)AnnouncementsOfficial
Add to Inventory Adjustment!
Hi all! Spadez here again to give you more updates! Recently I tried to add a bigger version of the Bellar Root for testing a larger amount added to the inventory at once. I made this stack modifier 5. In my testing I made the max stack of Bellar Root at 3. This is just for testing, max stack will be much bigger later.....however this is where I found the issue. Adding 5 through the modifier really isn't an issue.....until it becomes the first thing you pick up. I had it made the modifier the current stack size and because this is 5 and higher than the max of 3, it throws off and destroys the logic after it, making it add it infinitely which would really break the game in the future. So now I am adding some logic before it adds a new stack to see if the stack modifier is bigger than the max stack and take the difference and have a For Loop so that while the there are remaining amounts it will add it to the inventory. (right now no max inventory size for testing purposes). I will have a set of 5 quests coming for the Playtest and will be announcing when it will be once I finish the other required features (much easier than inventory and quest systems) to make it into a test. Since it is online as well I will be looking into Playtesters having the ability to give playtest to friends so that online can be tested! Right now just Join by Presence is the only way to join (right click a friend that is playing World Class and click "Join Friend" like you would other games). This is where I am at, what is happening, and what the plan is! Will continue to update with information as it becomes available.Read full article on Community Announcements (Mr. Indubitably)AnnouncementsOfficial
Quests now implemented!
HI all! Spadez here with another update as to what is going on. I have completed my quest system. Didn't use a tutorial! I have learned enough to make this stuff on my own and fit what I need. Made it so the first quest "Root of the Problem" can be turned in after the requirements have been met. To do on that is the Tracking system (working on the GUI for basics now so not hard to do) as well as have the items be removed from the inventory when turned in as well as give the rewards. It is all already coded to read, now I just need to have it remove it which is easy. I am working on it checking ALL items in inventory instead of just 1 stack for turn ins, that isn't hard but just need to plug it in. Added to the pile. I fixed an issue with the Add to Inventory function. It was adding the item but not with any stacks, just says 0. I found that when it is picked up and making a new stack, it doesn't do anything besides add the item info (stacks are always started at 0). Now it grabs the Stack Modifier (like a small root as 1 Bellar Root while a large one adds 5) and creates the new stack with that modifier so it doesn't just add 1 or whatever, it adds whatever the stack modifier is. Anyways, I wanted to keep up to date and would like to know what you guys would like to see! Play Test should be coming up soon and debating whether to make it just the Demo so everyone can try and give opinions, or limit it to the playtest sign ups. Either way I am excited to bring this news and will be adding the basic HUD overlay today so that players have a way to see and interact with inventory, system menu, etc.Read full article on Community Announcements (Mr. Indubitably)AnnouncementsOfficial
Quest System!
Hi all! Spadez here with some more info about the quest system being implemented! I will touch up on what to expect changes wise for the game in an upcoming info post...but for now here is the detailed information to what is going to be in the quests! In UE5 I will be using a Data Table for this to make it easier in the future. For instance if I add a quest that you can access due to not having it marked as completed due to changes in how it is marked. With this method you can add the unique Data Table Row Name to the Completed Quests section of the Character Save. For those interested in more details, this is how it will look in the Data Table QuestName (Unique Row Name in Data Table)QuestTitle (Text)QuestDetails (Structure)Prerequisites (Structure)PreviousQuests (Text Array)Level (Integer)Reputation (Map Array \&\)Details (Structure)PrerequisiteDeny (Text)QuestProposal (Text)QuestPending (Text)QuestCompleted (Text)RewardsCurrency (Map Array \&\)Items (Map Array \&\)Reputation (Map Array \&\)Read full article on Community Announcements (Mr. Indubitably)AnnouncementsOfficial
The world of Drasta Leor
Hi all! Spadez here with some good and bad news! Good news is that I am back in action and able to actually put time into coding again! Attempting to revitalize the project I launched my old unreal project just to get error after error after error. This is due to it being old and simply dragged into the newest Unreal Engine. Which really does suck, but since I have been working on another project I have vastly learned how to improve upon what I had made before. I had watched videos on how to make inventories and how to make quests and I realized going back to these that they are bloated and not at all able to scaled to new items or new quests unless drastically changed. This being said I am back in action, will be posting updates.Read full article on Community Announcements (Mr. Indubitably)






