Press Release 7

Due to some serious issues in the personal lives of the developers, we’ve been a bit lax with information lately. However, those issues seem to be resolved, so you can reasonably expect to see more frequent updates. For now, we’re back with more information. As always, we’re beginning by showing in full the race we only partially revealed last time: The Mekrone.

When the fall of mankind began, it started with a mysterious virus that transformed humans into what they could only call zombies. In order to fight the zombies, the humans built the Mekrone, war machines designed and programmed to kill all the zombies they could find. But there was a glitch in their programming. Perhaps it was a simple mistake, perhaps it was sabotage, but for whatever the reason, the sensors of the Mekrone could not distinguish the difference between humans and zombies. This left the Mekrone with one choice: kill all the humans as well as the zombies. It was a process that lasted years but by the end of it, all humans everywhere were exterminated.

For a long time the Mekrone were feared and shunned by the other Maasken because they did not know why the Mekrone exterminate the humans. They feared the Mekrone as a race of blood-thirsty machines and there were rumors that the Mekrone were powered by blood. However, peaceful contact was eventually made with the Mekrone by the Alliance and it was learned that these machines were sentient, capable of making their own decisions. They were welcomed as members of the Maasken Alliance and hailed as the heroes who finally stopped the oppression of the humans. The Mekrone are strong allies of the Ekvol and the Gertaru and will always stand with them in defense of the Maasken Alliance.

Mekrone characters begin on a factory world where the Mekrone are assembled. Few travel to this world, since it is devoid of the usual necessities of life, such as adequate oxygen and food. Mekrone are a bit taller than tall humans, standing at 6’6″ (1.98 meters). They are very heavy and weigh 2,500 lbs (1,133.98 kg). All Mekrone share the exact same height and weight, but they come in a nearly infinite variety of colors. Mekrone were designed for destruction and they are extraordinarily good at it. They are particularly skilled in ranged combat but are also very deadly in close-range.

Last time, we finished off the Light Combat classes. This time, we move to our first Defensive Combat class: the Sentinel. The Sentinel’s philosophy is that it is easiest to win a battle if you can’t be harmed. To this effect, the Sentinels fight using specialized shields. These shields defend them from a variety of attacks, but they are much more than a simple defensive structure. Sentinels have access to an array of shields with varying offensive capabilities. Some just increase the damage that a Sentinel does when striking an enemy with a shield. Some electrocute those who strike them, some reflect ranged attacks, and some even have attacks all their own. A Sentinel can stand up to abuse that even the strongest of other classes cannot handle.

Our next class is one specific to the Mekrone. Being purely machine, the Mekrone are able to withstand some abuses that other races simply cannot. Some Mekrone use this to their advantage and specialize in biological warfare. It was from this seed that the Mekrone Toxologist was born. Even the most virulent plague is of no danger to a Mekrone, nor is any amount of radiation or other poison. But for other races, that isn’t the case. The Toxologist unleashes its poisons onto the battlefield, debilitating and killing enemies over a wide area while the Mekrone is perfectly safe. Toxologists are deadly combatants who spread chaos and destruction over a wide area of the battlefield, all without any risk to the Toxologist itself. It is for this reason that they are perhaps the most feared of all Mekrone.

Finally, we leave you, as we always do, with something else to tease your imagination. So enjoy this preview of our next race:

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Press Release 6

To try and make up for some of the time we spent without updates, we figured we’d get this one out pretty quick. So, as always, we’re going to start out with this update’s featured race: the Witrao.

The Witrao are a proud people who inhabit a planet that is almost entirely water. For this reason, their planet was never one that other races tended to visit, so the Witrao spent the majority of their existence isolated. Because of this isolation, the Witrao always kept to themselves. The fact that one of the first alien races they encountered was the expansionist humans did not help this position. The Witrao were a proud race with many war-like qualities, and they were able to resist the subjugation efforts of the humans for some time. Eventually, though, the proud Witrao had no choice but to surrender to the humans or face annihilation. It was something that all members of the race were ashamed to speak of. The Witrao still remained largely isolated due to the fact that, while skilled warriors, they did not make good soldiers due to the fact that they would suffocate if not under water. The Witrao found themselves pressed into service on the oceans of any number of world, mostly gathering otherwise unobtainable resources.

After the fall of the human empire, the Witrao’s stance on outsiders did not change. They still disliked and distrusted outsiders, though they did remain civil to them. The Witrao joined the Maasken Alliance readily, though they were never very active members, preferring to concentrate on their own affairs rather than those of the other races. When the alliance began to break up, the Witrao were among the first to join the counter alliance. They valued their independence and freedom above all else and would rather be alone in the galaxy than tied to many other races. Now, the Witrao concentrate mainly on their homeworld, ensuring its safety and prosperity. However, when their allies are in need, their warrior qualities will again surface and the Witrao will be prepared.

Witrao characters will begin on the Witrao homeworld, which, though open to just about all of the races, is difficult for most to access due to a lack of dry land and oxygen. Witrao are about the size of tall humans, 5’7″-6’3″ (1.70-1.90 meters), and weigh from 190-240 (86.18-108.86 kg). They are covered in scales, which come in a range of colors including blue, green, brown, and white. The color of the scales on one’s tail indicate social standing, while other scales are often colored as the Witrao prefers, like human hair dying or tattoos. Witrao cannot breathe on land without a special apparatus, so until they obtain that they must remain under the water or slowly die. They are strong and agile, and unparalleled in underwater combat.

As always, we’re also going to be revealing some new classes. Last time, we saw the first light combat class, the Al’Iitrene. This time, we’re introducing the other light combat class, the counter to the Al’Iitrene: the Inaltiare. When mankind’s domination over the galaxy was complete, various races still tried to fight on, each in their own way. The solution of many races was the Inaltiare, a powerful warrior the likes of which the galaxy had not previously known. They took ordinary members of their race and enhanced them, giving them abilities beyond those limited to simple skills. The methods the races used differed. The Cohtra used their magic, the Ekvol used forbidden science, the Gertaru and others used various chemicals and surgery. But the results were the same: warriors who were faster and stronger than ordinary Maasken, with powers no one had seen before. Some could shoot deadly lasers from their eyes, some could freeze objects with their breath, and some were even capable of flight. Inaltiare train their own powers however they see fit, sacrificing skill with some to make others more powerful. Some Inaltiare prefer to forgo all other abilities in exchange for unparalleled strength – others prefer to have a variety of abilities, all moderately trained. Inaltiare use few weapons other than their abilities, but for most Inaltiare that is more than enough. Inaltiare make their own way in the galaxy, using their powers as they see fit.

All races created their own Inaltiare, but only the Witrao can join our next class: the Honorguard. The Witrao have a long, proud warrior history, and the most elite of their warriors are the Honorguards, specially chosen Witrao who defend all that it means to be of their race. Witrao Honorguards use antique weapons – swords, spears, shields, armor – with fantastic skill that rivals that of even the Neurogladiator or Kaokan. Honorguards are bold defenders of the Witrao and will always stand strong to protect their race. Though they are trained in the use of only a few weapons, they are very skilled with all of them, capable of performing feats that other classes cannot even dream of. They are swift, mobile fighters, especially under water. Only a very few can match their raw power and immense skill. Honorguards are particularly adept at disarming opponents, easily turning otherwise deadly enemies into helpless victims of their lauded spears. Serving as an Honorguard is the highest honor any Witrao can receive, and there are few who, if given the chance, would turn it down. To the Witrao, an Honorguard might as well be a king – to others, he might as well be the grim reaper.

That’s about it for now, but stay tuned for more. Naturally, here’s a preview of our next race:

And remember, Molly’s gonna cut you.

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Press Release 5

Last time, as always, we left you with a silhouette of our next race. This one holds a special place in our hearts. So, without further delay, we present one of our personal favorites: the Falzon.

The Falzon are a primitive race in an isolated world, one that mankind never discovered. They did not remain unknown forever, though. They were discovered by a powerful alien empire that later clashed with that of the humans. These aliens captured the Falzon and enslaved them. When the war with the humans began to turn poorly, their overlords abandoned the Falzon and concentrated their efforts elsewhere. They kept the existence of the Falzon a secret, since they planned to return later to seize control again. When the Empire was forced to surrender to the humans, the knowledge of the existence of the Falzon was lost to most of the galaxy, remembered by only a few historians. After the fall of mankind, the Falzon were re-discovered by the Maasken Alliance, who sent various diplomats with invitations to join the Alliance. Due to their past experience with other races, the Falzon flatly refused these invitations and banned the other races from their planet.

Eventually, the empire re-learned of the existence of the Falzon and offered them a place as one of the Empire’s Kingdoms. The Falzon refused this offer as well, and in retaliation, their former overlords launched an invasion of the Falzon planet. The Falzon appealed to the Maaskan Alliance for aid. Initially, the Maaskan refused this request, but one of the races dispatched military forces anyway, forcing the other members of the Alliance to engage the empire as well. Faced with the military might of the Maasken Alliance, the empire retreated. This conflict set the tone for relations between these two factions for a long time to come. Though the Falzon still refused to join the Maasken Alliance, they did agree to allow members of the Alliance limited access to selected parts of their planet. They refused to trade with the Maasken with the exception of the race who aided them, with whom they traded freely. Though trade with the this race and theft from other races, the Falzon managed to acquire a collection of technology that, while not quite up to the same standards as that of the rest of the galaxy, is still considerable. To this day, the Falzon remain independent, though they still remember their debt to their allies and their anger towards the empire.

Falzon characters will begin on the Falzon homeworld, one of only two races with unhindered access to the planet. Falzon are about human sized, 5’5″-6’2″ (1.65-1.87 meters) tall and weighing 130-170 (58.96-77.11) lbs. Their feathers are just about any color imaginable. Falzon are xenophobic and prefer to keep to themselves. Members of the Maasken Alliance have only limited access to the Falzon world, and other races cannot even boast that. The world can be accessed covertly, but this is dangerous, as the Falzon possess a strong military bent. Their natural flight capabilities make them skilled scouts and ranged combatants.

If you’re wondering why we’re particularly attached to the Falzon, don’t worry, we aren’t planning to keep that a mystery.

This is Molly. She is our pet parrot (a Peach-fronted Conure). Molly is adorable, soft, extremely intelligent, and completely insane. She violently attacks just about everyone, even when she’s happy. And it is Molly to whom players will answer in the early stages of the game. In the early parts of the game, Molly will provide players with hints, advice, and scathing criticism. Fear her. Also, add her on facebook. http://www.facebook.com/people/Molly-Listello/100000901145790

Last time, we revealed the Kaokan class, a group of extremely skilled warriors. The Kaokan and Neurogladiator make up what we call ‘heavy combat’ classes. Our next class falls into the category of ‘light combat’ and goes by the title of Al’Iitrene. When mankind conquered the known galaxy, they imposed a number of restrictions. Often times, weapons were forbidden to various groups of Maasken, for various reasons. But the Maasken could never be completely disarmed. In secret, members of all races trained to use their own bodies as extremely deadly weapons. Though not quite as damaging as the Neurogladiators and Kaokan, the Al’Irirene make up with versatility what they may lack in raw power. Al’Iitrene are often celebrities, using their skills to please crowds and win tournaments. Others are hermits or serious students of the art, seeking to perfect their skills. Others are just ordinary Maasken looking for a way to defend themselves against the rapidly spreading chaos of the world. Al’Iitrene are capable of great stealth, able to pass as ordinary, unarmed Maasken anywhere, and always able to attack.

While all races count some Al’Iitrene among their numbers, only the Falzon can claim members of the next class: the Manifestation. The Falzon are a religious people, and pray daily to a powerful sun goddess, calling upon her strength to protect them and smite their enemies. Contrary to the belief of many Maasken, the Falzon meet with some success here. Some among them can summon the power of their goddess and use it to enhance their own strength, agility, and skills. These already deadly warriors utilize their goddess’s holy power to become some of the most powerful champions in all the galaxy. Manifestations are not to be taken lightly and rival even the Neurogladiator and Kaokan classes in terms of head-smashing ability.

That covers it for this time, but as always, here’s a preview of our next race:

And remember: MOLLY’S GONNA CUT YOU!

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Press Release 4

Firstly, let us apologize for the long time with no updates. Gina and I were undergoing some serious personal stuff, namely moving in together. Now that we have that taken care of, though, we’re back in action. So without further delay, here’s the long-awaited reveal of the last race we tried to tease you with: the Cohtra.

It is unclear precisely where the Cohtra came from, or why they came to the Maasken galaxy. What is known is that their race is from a different dimension and is able to slip between various dimensions at will. They possess powerful and obtuse magic that was, at least at first, unknown to the other races of the galaxy. During the First Ikross War, the Cohtra became a serious problem for mankind. Initially, the humans were content to ignore the Cohtra, thinking that they were few in number and had no particular interests that might conflict with their own. During the Ikross war, however, the Cohtra agreed to be employed as an army of assassins for mankind’s enemies, and human leaders began to fall by the dozens. It was only then that humanity realized that the Cohtra were many and very, very dangerous. They were elusive, able to slip between dimensions at will, striking with impunity. Because of this new threat, as well as other pressures, the humans agreed to make a temporary peace with their enemies. Over the next several generations, mankind began experimenting with new ways of fighting Cohtra. They developed machines to duplicate Cohtra magic and after a long struggle, the Cohtra fell human domination. During their period of subservience, they served as assassins and spies for the humans.

When mankind was destroyed, the Cohtra refused to join the Maasken Alliance. They did not consider themselves Maasken because they were not native to this galaxy, or even this dimension. But while many Cohtra returned to other dimensions, a great many had firm roots in this one and remained. Despite this, these Cohtra also refused to join the Alliance, preferring to keep to themselves, with one exception. During the time of their freedom, the Cohtra had fought alongside another race, and those who remained kept strong ties with those old friends. While not a part of their empire, they are allies, of a sort, and often provide them with information that other races simply do not have. The Cohtra remain aloof from the current conflict between the Maasken Alliance and those succeeding from it. It is unclear where they stand on the issue, but most assume that if their allies joins battle with either faction, the Cohtra will be on their side.

Cohtra characters will begin on their own world, the location of which is unknown to most outside of their race. The Cohtra are smaller than most other Maasken races races, standing only 4’0″-4’8″” (1.21-1.42 meters) tall and weighing from 60-100 lbs (27-45 kg). Cohtra come in several colors including purple, blue, red, and orange. The Cohtra keep to themselves, relying on strong magic and their dimension shifting abilities to keep themselves safe. They make excellent scouts and spies, as they are able to easily slip past defenses that would stop anyone else.

Last time, we introduced the Neurogladiator class. This time, we are introducing you to a class with combat prowess that rival those of the Neurogladiator: the Kaokan. While the Kaokan know how to wield only a few weapons, their expertise with their chosen weapons surpass those of anyone else. Kaokan are extremely strong, with incredible endurance. They are trained to withstand blows that would kill anyone else – and deal out the damage even harder. Their highly-trained skills stand in sharp contrast to the bloodlust of the Neurogladiator, and it is impossible to say who is the greater warrior. Kaokan are employed as bodyguards, soldiers, and other professions that require highly skilled champions. Some make their way through the galaxy alone, defending the weak or crushing their enemies beneath them.

A member of any race can become one of the Kaokan. But only the Cohtra can join our next class: the Riftmage. All Cohtra have natural dimensional shifting abilities, but the Riftmages turn it into an art. Harnessing their natural talent, the Riftmage can jump between dimensions at will, making them a phenomenal stealth fighter. They can appear literally out of nowhere, strike without any warning, and disappear completely. Cohtra Riftmages can shift between entire armies undetected – or at least unscathed. In all the galaxy, there are very few who can match their abilities.

That’s all for now. But as always, here’s a preview of our next race:

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Press Release 3

Last time, we left you hanging with another silhouette of one of RoM’s races. Since we think you’ve waited long enough, we’re going to just jump into it this time. This race is called the Ekvol.

Unlike all but one of the Maasken races, the Ekvol were not conquered by the humans; they were created by them. In their very earliest days, the Ekvol were the result of genetic experimentation by the humans, which began before they met their first alien race. The original Ekvol were unstable, horrible mutations, but there were a few who were stable, rational, and sentient. As they grew more and more skilled at genetic manipulation, the humans began to create more and more sophisticated and dangerous creatures. By the time the humans met their first aliens and began their conquest of the galaxy, there were millions of Ekvol. And when the wars officially began, it was the Ekvol who formed the bulk of the original human army. Later, the Ekvol were phased out in favor of other solders, and many Ekvol began pursuing science and the occult. Some suggest that they were looking for ways to become human again. Others say they wanted some sort of power. Still other claim it was to prove that they were still useful. Whatever the reason, though, the Ekvol became the greatest scientists of mankind’s enormous nation, often working on isolated colonies far from the other Maasken. Many claim that it was the Ekvol who created the zombie plague that destroyed mankind.

When the humans were destroyed, the other Maasken avoided the Ekvol, a habit that has never quite been broken. They were not offered a place in the Alliance. They were not offered trade, protection, or friendship. The Ekvol were avoided by the rest of the Maasken, cast out and shunned. But that did not last forever. The Ekvol were rediscovered by the Mekrone race. The two races befriend each other and, with the backing of their new allies, the Ekvol entered the Maasken Alliance. Generally, the Ekvol spent the last thousand years perfecting amazing scientific arts. Even with the current tensions and with offers to join the Counter-Alliance, the Ekvol have elected to remain with their longtime friends and stand with their benefactors as members of the Maasken Alliance.

Ekvol characters will begin the game on an isolated Ekvol world, far from the rest of civilization. Ekvol are one of the larger races, ranging in height from 6’9″ to 7’6″ (2.05-2.28 meters) and may weigh from 250-300 lbs (113-136 kg). Ekvol will be available in a variety of colors, including Gray, White, Black, Beige, Brown, and Blue-gray. Though they have a scientific bent, they are also strong close-combat characters, making them a very versatile race. They are a people of many secrets, feared and misunderstood by many, but trusted by their allies.

Last time, we mentioned that there would be a total of 32 classes in RoM. Now, we’re going to go into some detail about two of them: the Neurogladiator and the Occultist. Neurogladiators got their start while mankind ruled the galaxy. After all of the Maasken were conquered, the humans needed ways to check the natural violent urges of some races. They eventually settled upon the old gladiator battles. But those just were not enough to do the job. So humans started enhancing their gladiators, expanding blood vessels, enhancing muscles, and altering the brains of the gladiators to make them more vicious, more blood-thirsty, and more violent than ever before. They also dulled their pain, their fear, and their remorse, creating malicious killing machines of incredible destructive power. When mankind fell, the Neurogladiators still stood strong and plentiful. They found new occupations, work as soldiers, mercenaries, bodyguards, scouts, and anything else where great power and no fear are assets. Many still choose to walk the path of the Neurogladiator, proudly turning their backs on fear and pain for a life of strength and power.

The Occultist class, unlike the Neurogladiator class, is available only to members of the Ekvol race. Alone, isolated, and cast out, the Ekvol turned to the occult arts, thought by most of the galaxy to be nothing more than superstition. The Ekvol Occultists prove that assumption wrong. Occultists are a versatile and subtle class, with a wide range of abilities. They can heal their allies with occult rituals, sealing up wounds and curing diseases or other debilitating effects. Some say that the most powerful of Occultists can even raise the dead. But they are far more than benevolent medics. Occultists can also use their rituals to inflict terrible curses on their enemies, sapping their strength, corrupting their blood, and even killing them. Occultists can also strike at enemies from a distance using cursed idols, inflicting unimaginable pain without warning or even wounding their foes. They can cloak themselves in darkness to hide their presence from their enemies if need be. Though unskilled in physical combat, or with weapons, the Occultists are certainly a terrifyingly dangerous group of Ekvol.

That’s it for now, but there’s plenty more to come, so stay tuned with our official blog right here.

And always, here’s a little preview of the next race we’ll be revealing:

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Press Release 2

In our initial press release, we announced that there would be at least 10 playable races, all unique and created specifically for RoM. While we won’t be releasing many details about them right now, we can tell you all their names, which are as follows: Cohtra, Ekvol, Falzon, Gertaru, Ikross, Mekrone, Selphare, Witrao, Yex-zan, and Zulhak. Last time, we revealed a silhouette of one of them. Now, you get to see the full concept art for one of the first races created in our development of the game: the Gertaru.

A Gertaru Male

The Gertaru homeworld of Honthar was one of the first planets colonized by the humans when they began to expand across the galaxy. The Gertaru were naturally a subterranean species, so although they had their own cities and towns, all of these were underground. Because of this, humans and Gertaru coexisted peacefully for several years. Then a human mining company stumbled across a Gertaru town. As time went on, the Gertaru and the humans began to interact more and more with each other. At first, the interactions were peaceful. They traded goods, information, and culture. But one of the mining companies realized that they could make a huge profit by forcing the Gertaru into labor for them. They began doing this secretly, but the Gertaru resisted. When a band of Gertaru killed one of the mining executives, the mining company passed it off as an act of aggression against humans and mankind went to war with the Gertaru. In the end, the Gertaru lost and were pressed into service as laborers or soldiers.

After the fall of the humans, the Gertaru were one of the Maasken Alliance’s founding races. At first, few races trusted them. Many had seen themselves attacked by Gertaru soldiers working under the humans. But within a matter of years, the goodwill of the Gertaru became clear. They quickly established themselves as a force of order in the suddenly chaotic galaxy. Their generations of military experience proved instrumental in holding the Maasken Alliance together, routing the gangs of criminals that sprouted up, and keeping the ambitions of newly-enthroned rulers in check. Now that the Maasken Alliance is threatening to break apart, the Gertaru have gone to war once again to try and hold the galaxy together. They are one of the strongest forces of the Alliance, and one of the most uncompromising.

Gertaru characters will begin the game in the underground cities to which their kind are native. Unlike other races, the Gertaru will be capable of functioning at 100% in complete darkness. The Gertaru are one of the largest races in RoM, ranging in size from 7’8″ – 8’8″ (2.33 – 2.64 meters) and will weigh between 290-340 lbs. (132 -154 kg.). Gertaru characters will come in colors ranging from Red, Brown, Grey, or Black, with blue or red eyes. They are a strong, powerful race that lends itself well to heavy-combat classes. They will have a rare form of movement in which they are able to dig tunnels, either to sneak past enemies, surprise foes, or get past obstacles.

That’s about it for the Gertaru – at least for now. We’ve also got a bit of information about classes to share with you. There will be a total of 14 classes that will be available to every race – with the exception that each race will have two classes from the regular list that they cannot, for various reasons, be a member of. In addition to this, every race will have two classes that are unique to it, meaning that members of another race cannot play as members of these classes. This brings the total number of classes in RoM to 34. All classes have been custom designed just for RoM, and we think players will really enjoy the variety. With ten races and 34 classes to choose from, there are a total of 140 different combinations to choose from.

That’s all the information for this release. To stay up to date, visit and subscribe to our official blog right here. We’re going to leave you with just one more thing: the silhouette of the next race:

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Initial Press Release

Enter a world like nothing you’ve ever seen before. Experience one of the most original games since the dawn of the genre itself. Play Reign of the Maasken

Once, the galaxy was dominated by the human race. Mankind spread to all corners of the galaxy and, wherever they found life, they conquered it. Eventually, mankind ruled the entire known universe and the galaxy became divided into two groups: the humans and the Maasken, which comprised every non-human sentient being. Through countless wars, rebellions, and revolutions, mankind stood strong; until the Plague came. Its origins were unknown, but its effects were devastating. It was like something out of an old human fiction book, transforming those who were infected into mindless, heartless killing machines that mankind could only call zombies. The plague spread from world to world, destroying humans but leaving the Maasken untouched. To fight the zombies, the humans built advanced robotic lifeforms who would be immune to the plague They were programmed to hunt zombies until none were left. But a glitch in their programming caused them to identify humans as zombies. Between the plague and the betrayal of their machines, mankind saw its end.

In the place of the humans rose the Maasken Alliance. Races that had been oppressed by the humans for generations uncounted joined together to govern the galaxy together. For one thousand years, this alliance stood strong, keeping order and unity in the galaxy. But in recent generations, races of the alliance began to have second thoughts. First it was quiet whispers, then open demonstrations, and now, in the current generation, several races have abandoned the Alliance. To prevent further such actions, the Alliance has declared war on all those who left it. Now, the galaxy, which had for so long known a sense of peace and harmony, has been thrown into a war larger than anyone had ever imagined. In this age of shattered peace, new empires will rise as old loyalties are eroded by the winds of change.

Set in a world where mankind itself is nothing more than a bad memory Reign of the Maasken puts you in the shoes of one of ten completely original alien races. Players will find themselves embroiled in war on on an unparalleled scope as rival factions seek to gain the upper hand. You will journey across the entire civilized galaxy in search of fame and fortune. Join the fray in massive battles, make your name as a treasure hunter or a master thief, or try and forge new alliances as a skilled diplomat. With a total of ten different playable races, 34 different classes to choose from, and all completely free, the galaxy of the Maasken is at yours to command.

RoM is currently under development, and we will be releasing more details frequently. As stated above, there will be 10 different playable races in RoM, and here’s a little preview of one of them:

We’ll be revealing what this race really looks like, as well as its name and some information about it, in the next update. Until then, stay tuned. To stay up to date on RoM and its development, you can subscribe to our blog.

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