Wildmarks
Wildmarks

Open-world MMORPG · In development

Two centuries after the Markfall, the continent is wild again.

Hunt what the broken seals made. Claim gear no smith can forge. Make your own name in dangerous country.

The world

The Marks. The old continent built its power on ancient seals that bound weapons, walls and tools to the unseen currents of the world. Every region kept its own tradition, and none of them could speak to the others.

The Arkenmark. The great powers forged one seal to govern all the rest and end the Mark wars. Instead, it severed every binding that kept the old Marks in check. Their power did not disappear. It became ownerless.

The Markfall. Broken Marks entered the soil and the water, gathered in mines, and changed the creatures that lived near them. Roads failed. Cities were cut off. That was two hundred years ago, and the world is still rebuilding on the ruins.

Can power truly be controlled? The old world said yes.

What you do

  • Hunt. Track the creatures the Markfall left behind and bring down the ones worth the risk.
  • Claim. Wildmarked gear comes only from the hunt. It is never crafted, and always tradable.
  • Recover. Ruins and waystones still hold relics of the old world. Someone always pays well.
  • Trade. No social score. Your name is whatever your deals and your rivals remember.
  • Form up. Parties and guilds for the dangerous grounds. Combat is settled on the server.
  • Keep walking. One continent, streamed around you, with no loading screen between regions.

You are not the chosen one. Nobody is.

The engine

Wildmarks runs on WildNet, a game server we wrote ourselves. The server holds the world in memory, writes every durable change to a log before it answers, and sends each player only the part of the world they can see. Items cannot be duplicated, a crash cannot lose loot, and nothing the client says is trusted.

It is written in Rust, split into ten crates, and covered by 782 tests. On dedicated hardware it finished ahead of an established commercial engine on every measure of a controlled comparison, with equal correctness. There is a separate page on how it works, what it has achieved, what each test suite checks, and where it is going.

About WildNet

The studio

Wildmarks is made by WildNet, an independent studio founded in 2024. We wrote the first WildNet engine ourselves, in C#, then moved it to Rust from scratch with Claude's help, and that is how the work runs now: the developer directs, AI agents write the code with Claude Code orchestrating, and every change is reviewed before it lands. The build, lint and test gates run on every commit, and a step that does not pass its tests is not called done.

Now: art direction, the combat loop, the starter area. Next: the first playable slice.

Contact