Description
54 achievements to earn, 18 differend monsters to hunt,
6 animals to tame, 58 differend mods, 15 new ores,
more than 100 skins, 10 new craft types, 8 xp types, up
to 8 very big bagpacks, a huge inventory, and many
tools with cool functions. Craft keys, colect xp, craft
battleaxes, armor, guns and lots more. And this in only
one Game.
Releases
2026-05-07 00:45 UTC
4.1.0
2024-11-23 15:33 UTC
3.6.8
No release notes
2023-05-06 13:56 UTC
3.6.3
No release notes
2021-07-09 20:42 UTC
3.6.1
No release notes
2021-02-26 11:04 UTC
3.5.6
No release notes
All releases
Threads
New thread
Information
Provides
3d_armor
3d_armor_sfinv
3d_armor_stand
awards
bags
beds
binoculars
boats
bucket
butterflies
carts
concrete
creative
default
doors
dungeon_loot
dye
env_sounds
experience
extranodes
fakelib
farming
fire
fireflies
flowers
game_commands
gems
give_initial_stuff
helicopter
hudbars
inventory_music
keys
map
mesecons
mesecons_alias
mesecons_blinkyplant
mesecons_button
mesecons_commandblock
mesecons_delayer
mesecons_detector
mesecons_doors
mesecons_extrawires
mesecons_fpga
mesecons_gamecompat
mesecons_gates
mesecons_hydroturbine
mesecons_insulated
mesecons_lamp
mesecons_lightstone
mesecons_luacontroller
mesecons_materials
mesecons_microcontroller
mesecons_movestones
mesecons_mvps
mesecons_noteblock
mesecons_pistons
mesecons_powerplant
mesecons_pressureplates
mesecons_random
mesecons_receiver
mesecons_solarpanel
mesecons_stickyblocks
mesecons_switch
mesecons_torch
mesecons_walllever
mesecons_wires
mobs
mobs_bat
mobs_birds
mobs_butterfly
mobs_crocs
mobs_fish
mobs_jellyfish
mobs_sharks
mobs_turtles
moreores
mtg_craftguide
nyancat
pep
pipeworks
player_api
playereffects
protector
screwdriver
sethome
sfinv
shields
skins
spawn
stairs
technic
technic_chests
technic_cnc
technic_worldgen
tnt
travelnet
tutorial
vessels
walls
weather
wieldview
wool
wrench
xcompat
xpanes
xray
Dependencies
- Required
-
No required dependencies
- Optional
-
armor_monoid
basic_materials
cmi
craftguide
digiline_remote
digilines
everness
fl_mapgen
fl_player
fl_stone
fl_topsoil
fl_trees
frame
glooptest
hades_chests
hades_core
hades_furnaces
hades_sounds
i3
intllib
invisibility
ks_sounds
lucky_block
mana
mcl_barrels
mcl_core
mcl_dye
mcl_experience
mcl_fire
mcl_formspec
mcl_furnaces
mcl_mapgen_core
mcl_player
mcl_sounds
mcl_tnt
mg
moreblocks
mtobjid
mtt
nether
nodes_nature
pathfinder
player_monoids
playerfactions
playerphysics
pova
signs_lib
sound_api
sounds
steel
streetsmod
toolranks
tubelib
unified_inventory
unifieddyes
vector_extras
visual_harm_1ndicators
vizlib
x_farming
Information
- Type
- Game
- Technical Name
- regnum
- Languages
-
English, Deutsch, Esperanto, Español, Français, Magyar, Bahasa Indonesia, Italiano, 日本語, Lojban, Bahasa Melayu, Nederlands, Polski, Português, Português do Brasil, Русский, Slovenčina, Svenska, Türkçe, Українська, 中文 (简体), 正體中文 (繁體)
- License
-
LGPL-2.1-only
for code,
CC-BY-SA-3.0
for media.
- Maintenance State
- Maintenance Only
- Added
- 2018-12-27 16:40 UTC
- Maintainers
-
1248
How on earth did this take 8 years to make?
According to the in-game guide, this game was made over the course of 8 years. To be perfectly frank, it looks more like 8 weeks of work at best.
Combat barely functions. Mobs appear to be identical reskins of the same model, are incapable of moving slightly to the side to get around an obstacle, and cease to do damage if the player puts on any piece of armor. A pair of wooden clogs is all it takes to foil these beasts, who will queue up ~2m from the player and respectfully wait to be slain. That is, unless they come in contact with any water which will melt them in seconds. Just to be sure that this wasn't just an early-game thing, I turned on noclip and flew to Y -1,750. The mobs there were no different.
The game's UI is a sprawling mess of menus, full of typos and broken english. I assume english is not the dev's first language, but it makes some sections (such as the guide explaining how the game works) mostly-unintelligible. Of course, none of that excuses the poor layout and UX, which often requires twice as much clicking to do anything as similar games.
The game seems to revolve upgrading a 'battleaxe', which is every tool from MTG combined, indestructible, and better than them in every way. And yet, those tools still exist to clog up the craftguide for no reason...
I could keep going, there's plenty more to say but... the dev clearly doesn't care about the quality of their game, and I'm finding it hard to care about the quality of my review. I think I've given enough examples to make my point.