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[DEV] We tried to make a Cellular MMORPG with 2 individuals. 5 years later, we’re a 16-person crew and nearing 800,000 accounts!

August 24, 2026
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Hey guys! Manu from the Eterspire crew right here.

Our indie MMORPG simply turned 5 years previous, which has made us look again and admire how loopy it’s that the sport is just not solely nonetheless alive, however nonetheless rising.

I’m going to be fully sincere: there have been a number of factors alongside the best way the place we thought Eterspire merely wouldn’t make it. Perhaps it wouldn’t discover an viewers, perhaps we’d run out of cash, or perhaps it could simply develop into one of many many on-line video games that launches, sticks round for a short time, and disappears.

So for Eterspire’s fifth birthday, I believed it could be enjoyable to share a few of our historical past and the most important issues we realized going from a undertaking with mainly no funding or expectations, to a crew of 16 releasing updates each two weeks and approaching 800,000 registered accounts.

Beginning as small as attainable

Eterspire started as a browser-based MMORPG being made by one individual, and finally two. At first we labored on it alongside our common jobs, till it grew to become fairly apparent that it wasn’t going wherever except we really dedicated totally to it.

So we saved as a lot as we may, give up our jobs, and determined to make an MMORPG full-time. Which, in fact, was not an thought everybody round us thought was notably sensible lol.

There’s a cause persons are skeptical at any time when they hear “indie MMORPG.” MMOs are enormous tasks, and plenty of indie video games succeed particularly as a result of they select a sensible scope and do extra with much less.

So, though we have been making an MMO, we tried to use that very same thought.

Early Eterspire was very simple. You had a weapon, you hit monsters, you leveled up, bought higher gear, and talked to individuals round you. That was mainly it.

A really early (and easy) model of Eterspire.

As a substitute of attempting to make our dream MMO instantly, we tried to make the smallest MMORPG we may really end and hold on-line. Trying again, I believe that was in all probability one of the necessary choices we made.

Staying low cost gave us time to determine issues out

In fact, we completely didn’t have all the things found out.

Through the first couple of years, Eterspire went by way of a number of variations. It began within the browser, moved to a PC shopper, and finally we determined to give attention to cell.

Altering path that many occasions can simply kill a undertaking, however we had one enormous benefit: Eterspire was very low cost to maintain alive.

There have been solely a few us, we saved our personal bills low, and the sport and servers have been particularly designed to be cheap to function, which meant each mistake didn’t instantly put the corporate in peril.

Being self-funded additionally meant we may take our time determining what Eterspire was imagined to be as an alternative of needing speedy outcomes to justify an enormous growth finances.

Our PC shopper model, or "Beta 2", was a bit extra RuneScape impressed. We didn't actually like this path and ended up scrapping it.

This finally led us to cell.

For a tiny MMO crew, cell turned out to be a very good place to start out. We weren’t launching immediately right into a PC market the place gamers would instantly evaluate us with huge MMOs constructed by tons of of builders.

We additionally realized there was a possibility to make one thing that averted plenty of the issues individuals dislike about cell MMORPGs: no autoplay, no adverts in every single place, no aggressive pay-to-win programs, and many others.

Merely making a small MMO with some persona and truthful monetization gave us room to face out. Beginning there allow us to develop progressively as an alternative of needing Eterspire to develop into a large success from day one.

The neighborhood is a part of the sport

As soon as gamers really began displaying up, we bumped into one other downside**: really getting them to remain.** An MMO with no gamers working round isn't a lot of an MMO.

We didn’t have enormous advertising campaigns or fancy retention programs, so we began with one thing extraordinarily primary: a Discord server the place gamers may meet one another and discuss immediately with us.

Little by little, that neighborhood grew to become one in all Eterspire’s greatest strengths. We began seeing evaluations mentioning how pleasant different gamers have been and the way a lot veterans helped newcomers. Additionally, phrase of mouth from these blissful gamers began bringing in others.

Finally we realized neighborhood constructing was one thing we really wanted to put money into. One of many first individuals employed particularly to assist develop that neighborhood was me, really lol.

The neighborhood even made our unbelievable Wiki, which is a superb useful resource that numerous gamers use!

I believe this is among the greatest benefits indie video games have.

Most individuals won’t ever casually chat with a developer from their favourite AAA MMO. Once you’re a small indie crew, you’ll be able to really be there answering questions, joking round, and speaking immediately with the individuals taking part in your sport. This additionally grew to become one in all our greatest sources of suggestions! Gamers are fairly good at letting you realize when one thing sucks haha.

Going from 2 individuals to 16

Finally Eterspire began producing sufficient income to maintain itself, and that meant we may lastly begin rising the crew.

This was truthfully fairly scary at first. We had spent years attempting to make each penny final so long as attainable, and immediately we have been including to our bills by hiring individuals.

Our first hires have been targeted on no matter was slowing growth down probably the most, like devops, degree design and content material manufacturing. We additionally cared loads about crew match. When your complete dev crew is barely a handful of individuals, belief, communication and truly having fun with working collectively issues loads.

During the last couple of years, that method took us from mainly 2 individuals to a crew of 16.

One other factor that helped greater than we anticipated was working collectively in individual. Our entire crew is predicated in Buenos Aires, and in 2025 we rented our first workplace. Having the ability to sit collectively for design conferences, plan updates in individual and rapidly resolve issues in the identical room made larger tasks a lot simpler.

Our present workplace, with tons of fanart on the partitions!

I don’t assume each indie crew wants an workplace, in fact, however for us it made an enormous distinction.

So, what really saved us alive?

I don’t assume there was one single choice that made Eterspire work.

If I needed to sum up what helped us survive, it could in all probability be:

Maintaining prices as little as you moderately can. It offers you time to make errors. Maintaining the scope manageable, even when you’re working in an formidable style. Constructing a neighborhood early, particularly for an internet sport. Use being small as a bonus. Discuss immediately together with your gamers and act on suggestions. Once you begin rising, rent round your bottlenecks as an alternative of attempting to construct a large studio in a single day.

And I believe the most important one might be simply survive lengthy sufficient to get higher.

Eterspire 5 years in the past was clearly a lot smaller and rougher than it’s at present. However as a result of it was low cost sufficient to maintain working, and since gamers saved giving us a cause to proceed enhancing it, yearly we have been in a position to make the sport slightly higher, attain extra individuals, rent somebody new, after which make it higher once more.

One way or the other that little browser MMORPG from 2021 is now being labored on by 16 individuals, with a serious replace each two weeks, and near 800,000 registered accounts! It feels so surreal!

—

Nicely, that was loads for one submit! Thanks a lot for studying this far, and when you’ve got any questions on Eterspire or our dev crew let me know within the feedback!

submitted by /u/Reasonable_Wish_6022 [comments]



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