Hallowed Oath

Muligan

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Description​

Hollowed Oath is a heroic fantasy MMORPG where players take the role of an Oathsworn; a multiclass adventurer who resisted corruption from the Hollow by taking the Oath and binding themselves to the fate of the world known as Orrathis. Players explore a hauntingly beautiful world, delving into Echoes, corrupted dungeons where reality and memories converge, uncovering the events that created them while pushing back the spread of the Hollow.

Fact Sheet​

DeveloperGod Mode Games, LLC
ReleaseAlpha — Q4 2026
PlatformsPC, Linux
PriceTBA
GenreSolo-friendly heroic fantasy MMORPG
hollowedoath.com
Discord
[email protected]
 

uniqueuser

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What the hell has happened when this is the description of an MMO?
Why do you believe the concept of a shared persistent world is predicated on having to be a nuthugger just to do anything meaningful in it?
 
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skylan

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Well if there was a debate as to whether people would have played their game without the Everquest nostalgia factor this should settle it.
 
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Muligan

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Well if there was a debate as to whether people would have played their game without the Everquest nostalgia factor this should settle it.

That's really my big thing.... I'm curious how much of their audience really just liked revisiting Norrath in this way and how much of this playstyle of was realized and determined to be enjoyable enough to make the world irrelevant. Honestly, after going through a few places multiple times, it became more about the theorycrafting than the world. Yeah, I always enjoy a dose of EQ nostalgia but I could see me enjoying the game especially if it has enough nods to EQ. I'm not saying this game will be hugely successful but as you said, we'll get to see if THJ was a good enough advertisement for this approach to carry it into its own game or if it scratched the EQ itch. I will say, I did interact with several folks that were playing because someone told them about it and they had little to no experience with playing EQ itself but I don't that's a large number.
 
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skylan

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They have the benefit of the doubt from me at least. Nostalgia could only take you so far. I would have had a fun time running around on daybreak's version of everquest for a few hours to visit some classic zones but then my interest would have faded because it's just not a fun version of the game. THJ got me hooked to the point where I was running 3 different characters thru all the end game stuff daily. It really was a blast. So at least I know they understand how to make something fun.

Now can they build it from the ground up instead of just modifying someone else's game? I guess we'll see. I am definitely excited to see what happens here though.
 
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M Power

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Why do you believe the concept of a shared persistent world is predicated on having to be a nuthugger just to do anything meaningful in it?
What is the point of having an MMO if you aren't actively engaged with the userbase? May as well just play a hub-centric online RPG if that's the case.
To answer your stupid question, I believe it's because you shouldn't call yourself an MMORPG if you don't fit into the traditional sense of the word. Otherwise you're just false advertising.
 

Uriel

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If this looks good closer to beta/release, I'll try it for sure. No way I'm touching EQ Legends.

a multiclass adventurer who resisted corruption from the Hollow

trannysGonnaTran.jpg
 
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Muligan

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Here's what I'll say...just upon first impression. Until watching the video, I didn't think it would matter but, for me, it felt hollow and less exciting not having the EQ piece in place. Now maybe pushing some of the lore will help and maybe once they show some dungeons and/or raids it will change my mind but that really didn't catch my attention like I thought.
 

Kithani

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Here's what I'll say...just upon first impression. Until watching the video, I didn't think it would matter but, for me, it felt hollow and less exciting not having the EQ piece in place. Now maybe pushing some of the lore will help and maybe once they show some dungeons and/or raids it will change my mind but that really didn't catch my attention like I thought.

Are you trying to tell me that you'd rather play a game based on literally 3-4 years worth of professionally crafted content and lore over some content that a small group of dudes built in their garage?

The EQ nostalgia world was entirely pivotal to THJ success, I feel kinda bad for these dudes for how they got "screwed" but on the other hand they did try to monetize EQemu pretty bad when they could've just made it FTP and probably been left alone
 
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Blitz

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Almost all of the appeal of THJ was that it was allowing you to experience one of the best video games ever made (as flawed as it is), conveniently. Without the EverQuest element, this just doesn't make much sense.
 

Kirun

Buzzfeed Editor
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Eh, even without the EQ element, "solo" MMORPGs are really kind of the future. And it's the biggest thing THJ capitalized on, even if EQ nostalgia did a good chunk of the heavy lifting. The gameplay loop is really what sold it. There have been plenty of "solo" EQEmus, but THJ caught on the way it did because of the gameplay most of all.

I think the traditional MMO model is already running on inertia at this point. The heavy reliance on forced grouping made sense back in the EverQuest era, where simply existing in a shared world was novel enough that players were willing to tolerate friction. But that novelty is gone, and the expectations players bring into these games have completely changed. What's replacing it isn't "MMOs becoming single-player games," but something more nuanced. A "solo-first", multiplayer-enhanced structure.

Games like Erenshor and Ancient Kingdoms are good early examples of this shift. They're not successful because they abandon MMO design, they're successful because they strip out the parts that waste your time while keeping the parts that make the world feel alive. In older MMOs, your ability to engage with the game at all was often tied to other people. Want to run a dungeon? Find a group. Want to kill a boss? Find a guild. Want meaningful progression? You guessed it, find other players. That structure doesn't create social interaction so much as it forces it, and there's a big difference between those two things.

The newer approach flips that completely. You can log in and run dungeons on your own time, take down bosses without scheduling your night around other people, and progress your character consistently, regardless of population or time of day. And then, if you want to (this part is key) you group up, socialize, or engage with others because it's actually enjoyable or beneficial, not because the game has you by the throat.

At the same time, the "MMO" part still matters. A fully solo experience misses the point just as much as forced grouping does. The world still needs to feel populated. Seeing other players, having a functioning economy, spontaneous interactions, even just the background presence of real people. Those are what gives these games their identity. So the goal isn't to remove multiplayer, it's to decouple it from basic gameplay access. And this lines up pretty cleanly with how people actually play games now. Most players aren't logging in thinking, "Who can I coordinate with tonight?" They're logging in thinking, "What can I get done with the time I have?" If the answer is "wait around for a group," that's where you lose them.

That's also why EQ nostalgia only goes so far. Projects that lean on that style can get initial traction, but the long-term sticking power comes from modernizing the structure, not recreating the friction.. So when people say "solo MMORPGs are the future," it's not really about making MMOs less social (even though all the shut-ins want you to believe this, because they hate the idea of others not being forced to interact with them) it's about making them more playable.

Anything still built around mandatory interdependence as a core loop is probably going to stay stuck appealing to a shrinking niche instead of evolving with the rest of the player base.
 
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rolien

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I'm interested to see how hollowed Oath turns out. I hope it does well but.

The 3 classes in one is not a new thing, does no one remember Rift?

The part people enjoyed was being able to enjoy the game completely solo and theory crafting.
 
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Sylas

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To be honest this is much farther along than I expected. Either ai/drop coding is really ramping up or these guys are much more talented than just some script kiddie emu dudes that we gave them credit for?

Honestly thought this was little more than ideas on a napkin, didnt expect them to even have a Grey box built. Can't tell from the short video but are the art/animations bought assets or do they already have that done as well?

No matter what it seems their settlement with daybreak let them keep the millions in donations they got from thj and they are using it to fund this.

To me this is just a new game now, comparable to mnm or pantheon and it looks better than both from what little we can see. Hard to tell but I liked the ui, so much less junk than eq's bloated baggage that MNM photocopied for "reasons".

However, its kinda doomed to only ever be compared to eq legends:

With the massive content and nostalgia advantage, will Secrets terrible shitty ideas ruin what thj was faster than what good developers who originally made thj can develop content on their own? Its a battle for the ages to determine, just how fast do trannies ruin everything?
 

Uriel

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The part people enjoyed was being able to enjoy the game completely solo and theory crafting.

If they don't have this then I have no interest in the game. I don't have the time or energy to deal with people, I want solo (eventually with AI companions, NPCS, DMs, etc.) in a world shared with other people but we're all doing our own thing.
 
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Blitz

<Bronze Donator>
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Eh, even without the EQ element, "solo" MMORPGs are really kind of the future. And it's the biggest thing THJ capitalized on, even if EQ nostalgia did a good chunk of the heavy lifting. The gameplay loop is really what sold it. There have been plenty of "solo" EQEmus, but THJ caught on the way it did because of the gameplay most of all.

I think the traditional MMO model is already running on inertia at this point. The heavy reliance on forced grouping made sense back in the EverQuest era, where simply existing in a shared world was novel enough that players were willing to tolerate friction. But that novelty is gone, and the expectations players bring into these games have completely changed. What's replacing it isn't "MMOs becoming single-player games," but something more nuanced. A "solo-first", multiplayer-enhanced structure.

Games like Erenshor and Ancient Kingdoms are good early examples of this shift. They're not successful because they abandon MMO design, they're successful because they strip out the parts that waste your time while keeping the parts that make the world feel alive. In older MMOs, your ability to engage with the game at all was often tied to other people. Want to run a dungeon? Find a group. Want to kill a boss? Find a guild. Want meaningful progression? You guessed it, find other players. That structure doesn't create social interaction so much as it forces it, and there's a big difference between those two things.

The newer approach flips that completely. You can log in and run dungeons on your own time, take down bosses without scheduling your night around other people, and progress your character consistently, regardless of population or time of day. And then, if you want to (this part is key) you group up, socialize, or engage with others because it's actually enjoyable or beneficial, not because the game has you by the throat.

At the same time, the "MMO" part still matters. A fully solo experience misses the point just as much as forced grouping does. The world still needs to feel populated. Seeing other players, having a functioning economy, spontaneous interactions, even just the background presence of real people. Those are what gives these games their identity. So the goal isn't to remove multiplayer, it's to decouple it from basic gameplay access. And this lines up pretty cleanly with how people actually play games now. Most players aren't logging in thinking, "Who can I coordinate with tonight?" They're logging in thinking, "What can I get done with the time I have?" If the answer is "wait around for a group," that's where you lose them.

That's also why EQ nostalgia only goes so far. Projects that lean on that style can get initial traction, but the long-term sticking power comes from modernizing the structure, not recreating the friction.. So when people say "solo MMORPGs are the future," it's not really about making MMOs less social (even though all the shut-ins want you to believe this, because they hate the idea of others not being forced to interact with them) it's about making them more playable.

Anything still built around mandatory interdependence as a core loop is probably going to stay stuck appealing to a shrinking niche instead of evolving with the rest of the player base.
If there is any future for MMORPGs it's game systems that allow these games to be experienced by solo players, especially those on a time-crunch. Evidence for this is everywhere: retail WoW, once presumed "dead" games like even SWTOR, LotRO etc.

While I think this type of gameplay loop can appeal to some people, this team is now responsible for creating a full fledged game and won't have the built-in player base advantage.

I hope they succeed, but having to make or buy cohesive assets to build out an MMO-esque world is a difficult task.
 

xmod2

<Gold Donor>
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The EQ nostalgia world was entirely pivotal to THJ success
Yeah, while this won't be a replacement for what THJ was, I felt like the design decisions of the devs were interesting enough for me to want to try a different experience by them.
 

rolien

Golden Squire
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130
If there is any future for MMORPGs it's game systems that allow these games to be experienced by solo players, especially those on a time-crunch. Evidence for this is everywhere: retail WoW, once presumed "dead" games like even SWTOR, LotRO etc.

While I think this type of gameplay loop can appeal to some people, this team is now responsible for creating a full fledged game and won't have the built-in player base advantage.

I hope they succeed, but having to make or buy cohesive assets to build out an MMO-esque world is a difficult task.
It's not just about those on a time-crunch.

Sometimes you just wanna sit back and chill but be able to progress in a meaningful way.
I'm currently raiding every weekend on Retail WoW but can still chill and do things solo knowing I'm able to make as much progress as heroic raiders. The progress isn't as fast as a heroic/mythic raider would make but it's the ability to just sit back and relax and enjoy things at my pace while having the choice to play with others, and that's the most important part.

If I wanna sit back and just run some max rank Delves I can do that, if I want to do Mythic+ I can do that. But modern MMO's also have another appeal to them and that's the collection element retail WoW is literally the perfect game for anyone that enjoys collecting shit.
Collect weapons, armor, mounts, pets, achievements all shit that literally has 0 impact on your damage numbers but can be used to make your character unique with stuff like Transmog.

THJ allowed you to solo everything and Everquest has massive amounts of content it was literally perfect for the guy that wanted to just relax and enjoy themselves without having some speedrunning faggot pushing them.

Hallowed Oath sounds like a great and I'll give it a shot but it's gonna be lacking the content at the start which will be it's major flaw so unless they have a way to pump out enough content with at least base vanilla Everquest when it drops, it could flop because people will get bored.
 
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