What It Costs to Run an MMO
Conventional wisdom says running an MMO requires real infrastructure and a real budget. Mine costs roughly $145 a month, and here's the breakdown.
Building tools for other people's games stopped being enough. I'm at the point where I need to build my own.
That's what this is: me doing the work and figuring it out. No publisher, no investors. Just me, building games I want to play.
Conventional wisdom says running an MMO requires real infrastructure and a real budget. Mine costs roughly $145 a month, and here's the breakdown.
Free-to-play enables abuse, undermines competitive fairness, and doesn't pay the bills.
Most space strategy games skip food entirely. I added it to fix a different problem: every player chasing the same few astros.
A browser-based space strategy MMO, in development.
Start from a single outpost. Build an empire that spans star systems, raise fleets, forge alliances, and fight for the most dangerous, most rewarding territory in the galaxy. Race six-month seasons or dig in on a server that never resets. There's nothing else like it in a browser.
Have a question or some feedback? Send me an email.
I also write about the design decisions behind what I'm building. Read the devlog.