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Clash of Adventurers
Devsland Soft · Published by Devsland Soft · Official site ↗
Last updated 28 Sept 2026
Open-world indie MMORPG in development. The free Steam Playtest is LIVE NOW - open to everyone, instant access, no key needed. One class fills one role: Attacker, Defender or Supporter. Party up, fight monsters, gather, craft and quest across a seamless world with no instances.
Action, Adventure, Indie, RPG, Free To Play, Massively Multiplayer · More free games
Embark on thrilling quests and battles in Devsland Soft's action-packed, open-world MMORPG. Choose your path as an Attacker, Defender, or Supporter, then team up to conquer the world with no instances in sight.
About this game
The free Steam Playtest is live now
Clash of Adventurers is an open-world indie MMORPG in development for PC, built with Unreal Engine 5. You can play it today: the free Steam Playtest is open to everyone.Steam’s button says "Request Access" — but this is not a waitlist. Signup is open, and requesters are added automatically and instantly. Click it and you are in. No key, no application, no queue.
The world of Lumeria
Clash of Adventurers™ is developed by Devsland Soft, a studio incorporated to bring this project alive. The first Saga, ‘Arrival of the Adventurers’, is being built in Unreal Engine 5 for PC Windows.Elemental forces attempt to take over the lands of Lumeria. You take part as an Adventurer to restore order and prevent the wild creatures from erasing the Human Race.
As an Adventurer you can explore the lands of Lumeria freely and forge your own destiny — the only boundaries are your skills and your ability to survive in the wild.
One class, one role
Collaboration and coordination are the core of Clash of Adventurers. Playing as an Attacker, Defender or Supporter, you will join other Adventurers to complete Quests, unlock Achievements, defeat the fantastic creatures unleashed in Lumeria — and perhaps engage in battle against other Adventurers who, much like yourself, are shaping their own fate.What you can do today
- Seamless open world — no instances, no loading walls between zones
- Real-time combat — server-authoritative, with abilities, cooldowns and telegraphed enemy attacks
- Parties — shared loot rules and stacking party synergy passives
- Gathering and crafting — professions, recipes and world resource nodes
- Player trading — direct player-to-player trades
- Progression — level up and allocate points across six attributes
Current status
The full game has not launched yet and no release date has been announced. What is available today is the free Steam Playtest, patched every few days. When Clash of Adventurers does launch it is planned to be free to play, with no pay-to-win — paying will never grant power and never skip progression.Wishlist to be notified when the full game releases, or use the Playtest button above to start playing right now.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: Intel Core i7 6th-Gen
- Memory: 6 GB RAM
- Graphics: NVIDIA GeForce GTX 1060
- DirectX: Version 11
- Network: Broadband Internet connection
- Storage: 20 GB available space
- Sound Card: DirectX compatible
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 11
- Processor: Intel Core i5 8th-Gen
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce RTX 2060
- DirectX: Version 12
- Network: Broadband Internet connection
- Storage: 20 GB available space
- Sound Card: DirectX compatible
Supported Languages
Latest news
Patch NotesOfficial
Update 0.7.0.26 - A Living Sky: Smooth Day, Night and Sunsets
A Living Sky The day and night cycle has been rebuilt from the ground up. It used to switch between a fixed "day" look and a fixed "night" look, so the world went dark all at once at 21:00 and lit up all at once at 05:00. That is gone. The sun and moon now travel across the sky. They follow a continuous path instead of snapping between states, and the light, fog, clouds and sky colours blend gradually through dusk and dawn. The sun is finally visible. A real sun disc is now drawn in the sky during the day. Previously only the moon was ever shown. The moon lights the night itself. It rises as the sun sets and casts the night shadows, while the sun handles the day. Sunlight rises and falls with the hour. It builds gently after sunrise, is strongest at midday, and fades out towards sunset. Clouds follow the cycle. Volumetric clouds fade out at night and return at dawn. Interiors breathe with the world. Indoor spaces such as the Ciliora tavern now blend their lighting with the time of day instead of snapping between four fixed looks. The world clock survives a restart. Time of day no longer resets to midnight when the server comes back up. Evenings and Nights on Zip Island Twilight actually gets dark. After the sun goes down the world now grows steadily darker instead of staying lit, reaching its darkest point in the short gap before the moon rises, then brightening again as moonlight takes over. Softer night reflections. Surfaces no longer shine as strongly after dark. Distance fades into the dark. Far-off cliffs and trees now sink into the night instead of glowing brighter than what is right in front of you, while the area around you stays just as readable as before. Fixes The blue tint is gone. An unnatural blue-cyan cast used to sit over everything, worst at night, where rocks, trees and buildings glowed blue. Nights are now dark and neutral. Daylight colours look natural again. Days carry their true colours with only a light haze in the distance, and that haze now ...Read full article on Community Announcements (Clash of Adventurers - Publisher)Patch NotesOfficial
Update 0.7.0.4 - Daily Quests, Zone Bosses & Custom Keybindings
Daily Quests and Zone Bosses Twenty-five repeatable daily quests. Seventeen culling contracts - Wild Pigglet, Cave Spider, Sea Crab, Tunneler Kobold, Corrupted Frog, Young Feral Werewolf and more - and eight gathering runs for Creature Meat, Crab Meat, Creature Blood, Creature Bone, Creature Skin, Tough Hide, Chipped Sea Pearl and Faoi Crystal. Korall, Adoria and Kendra handle the turn-ins, and a new quest board shows what is on offer. Five zone-boss hunts. Track down the Sounder Boar, the King of the Shallows, the Broodmother, the Bog Matriarch and the Alpha Werewolf. Gathering quests tell you when you are done. Collecting is now a real step of its own. While you gather, the tracker shows a live count such as Creature Meat 0 / 1; the moment you have everything, the count disappears and the tracker tells you where to deliver it - the same way kill objectives have always behaved. Meat for Branoc is the first quest rebuilt this way. And they stay honest. If you drop, destroy, trade away or bank the items a quest is counting on, it steps back to the gathering stage and tells you so in chat, instead of letting you walk to a hand-in you can no longer complete. Pick the items up again and it moves forward on its own. See what is ready without reading. In a quest giver's list, a quest you can hand in right now reads "Ready" instead of the old catch-all "Active", matching the marker over the NPC's head. The quest conversation window has two screens. Clicking Quests shows the list, and picking one opens its own details page with rewards, requirements, level range and whether it repeats. Quests on cooldown still grey out and still tell you when they come back. Combat and Progression Magic kills three times faster than melee, as intended. A level 1 fighter needs 6 swings of a Wooden Sword to bring down a same-level Pondling Corrupted Frog, and a level 1 mage now needs 2 casts of a plain uncharged bolt. Previously the mage needed a third cast. Rods and Pearl jewellery retuned. ...Read full article on Community Announcements (Clash of Adventurers - Publisher)Patch NotesOfficial
Update 0.6.9.151 - Combat Rebalance, Fast Travel Overhaul & Loading Screens
Combat Rebalance Armour keeps working, all the way up. Defense used to hit an invisible ceiling - past roughly 1.5x an attacker's Attack Power every extra point of armour did nothing, because at least 25% of every attack always got through. Defense is now subtracted from incoming damage in full, so tank builds, shields and heavy armour keep scaling. Attacks always land for at least 1 damage so the hit still registers for aggro, threat and combat credit; genuine immunity - safe zones, party members, true damage-immunity effects - is untouched. Monsters of your own level are a consistent fight. Enemy damage used to assume you were wearing the heaviest armour in the game, which meant a level 1 mage with 12 health was taking around 9.7 from a Young Corrupted Frog and died outright to a critical. Enemy attack power is now calculated against the gear you are actually expected to own at your level, and a Standard monster of your own level takes six hits to bring you down at every level from 1 to 100. Enemies are tuned around the weapon you realistically carry. Difficulty previously assumed a Bone Sword from level 1, so a level 1 Corrupted Frog took 16 hits to kill instead of the intended 6. The ladder is now Wooden at level 1, Bone at 5, Iron at 7 and Steel at 14, each assumed in hand two levels after you can first equip it - a grace period so spending your money on armour first is never punished. Casting rods follow the same schedule, and heavily armoured enemies react most strongly to an out-of-date weapon. Weaker enemies are finally the weaker ones. The strength ladder below Standard was inverted, so Fodder and Weakling enemies were killing you faster than tougher ones. They are now correctly the least dangerous. Mage gear caught up. The four casting rods - Wooden, Bone, Iron and Bound - are now on the same power curve as the equivalent melee weapons, and the Pearl necklace, earrings and rings have been rescaled, since jewellery is the only source of magical defence. A ...Read full article on Community Announcements (Clash of Adventurers - Publisher)Patch NotesOfficial
Update 0.6.9.132 - Teleport Crystals, Cave Spiders & Bouncy Mushrooms
Teleport Crystals Fares are now shown as real items. Talking to a teleport crystal used to spell the price out in words. Each destination now shows the item's icon, its name, and an owned/required count that turns green or red depending on whether you can afford it. Hover a fare row for the full item tooltip. Situational pricing. Each waypoint can charge a surcharge for travelling while you are in combat, and a separate one for travelling while PvP-flagged. The two never stack - whichever applies decides the fare, and being flagged takes precedence. A crystal can also be closed to flagged players entirely, though by default they are still served. The price can no longer change under you. If your situation shifts while you are reading the destination list, the crystal refuses the trip and asks you to speak to it again rather than charging you an amount you never saw. Nothing is taken when that happens. You are no longer charged for a trip that does not happen. Teleports used to take payment first and move you second, so a blocked destination cost you the fare, left you standing there, and gave you no error. The game now confirms it can place you at the destination before taking anything, and refunds automatically in the rare case something changes in between. Clear reasons when a trip fails. Crystals used to answer every problem with the same vague line. A missing route, a blocked arrival point and a crystal that is not linked to a network now each say so, and a charged teleport that fails tells you whether your fare came back. New craftable: Faoi Teleportation Crystal. An alchemy recipe made from 5 Faoi Crystal Fragments, 1 Creature Blood and a Basic Alchemy Tool Kit. The Caves Have Teeth Cave spiders call for help. Attack one and every Cave Spiderling nearby drops what it is doing and comes straight for you. Cave Spiders and Spiderlings are now passive until provoked, so you can walk past a nest untouched - you choose when the fight starts, but you do not choose ho...Read full article on Community Announcements (Clash of Adventurers - Publisher)Patch NotesOfficial
Update 0.6.9.116 - Quest Markers, Records Tab, Timed Quests & Walking
Quests Now Point the Way Quest givers advertise themselves. An exclamation mark floats above any NPC offering a quest you are eligible to take, and a second marker appears above the character who can close out the objective you are working on right now. The markers are personal to your own quest log - your level, your prerequisites, what you have already taken and what you have already finished. Markers on the map and minimap. Every quest giver you have business with is now drawn on both the minimap and the full map, each with its own show/hide toggle, and your choice is remembered between sessions. A Quests panel in the map window. A new section beneath Points of Interest splits your Active Quests from the Available ones. Expand any quest to see its objectives, and click to focus the map on the character you need. "Ready to turn in" now means ready. The turn-in marker used to appear the instant you accepted a quest. It is now two separate states - pending while you are still working, and ready only once you genuinely have what the quest asks for. Fetch quests check your bags, and re-check every time your inventory changes. Daily, Weekly and Limited-Time Quests Quests understand time. A quest can now return on a cooldown, reset once a day or once a week, or be available only inside a limited-time event window. The journal and the NPC dialog both name which kind you are looking at, instead of calling everything repeatable. Ask the giver when it comes back. A repeating quest you have finished stays visible in the conversation, greyed out, showing its cadence and a live countdown - for example Preparing For The Hunt (Cooldown - ready in 6h). Handing a quest in now tells you straight away when it returns. Waiting times read like waiting times. A weekly quest used to say "167:00:00". It now reads "6d 23h", or "5h 12m", or "1m 30s" - and it is properly translated in all eleven supported languages rather than falling back to English. Event quests clean up after themselves....Read full article on Community Announcements (Clash of Adventurers - Publisher)






