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A game by Kevin DeMara

Wildrim

Small moments.
A persistent world.

A browser-based fantasy MMO built around the next path, the next skill and the people you meet along the way.

Live beta · Desktop & mobile browsers · Private source

The Hearthglen town square in Wildrim, with shops, villagers, a bank and Kevin's armoured character.
HearthglenYour journey starts in town.
Explore connected regionsGrow through twelve skillsCraft, trade & settle inShare the world

Out beyond the town gates

Take the scenic route.
Or pick a fight.

Leave Hearthglen for open fields, wooded trails, mines and the coast. Fight in real time, gather what you find and bring something useful home.

Along the coast

Walk Driftwood Beach, pass the supply hut and discover the beach crab races.

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A fight on the shoreline

Aim at a Sandburrow Skipper, defeat it and collect the shell it leaves behind.

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Work the land

Cut a pine in Greenmere Fields. The successful gathering action awards logs and Woodcutting experience.

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Into the forest

Follow the wooded paths of Oakshade, with gatherable brambles and nearby creatures.

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Recorded gameplay with a prepared showcase character. Clips are silent and play on request.

Progress by doing

Your next skill.
Your own rhythm.

Train combat skills, cut timber, mine ore, forage plants or fish the coast. Turn materials into food, tools and equipment through cooking, smithing and crafting.

Switch between melee, archery and magic. Prepare spells and quick-slot abilities, choose your equipment and build a character around the activities you enjoy.

  • Health
  • Attack
  • Defence
  • Archery
  • Magic
  • Mining
  • Smithing
  • Woodcutting
  • Foraging
  • Fishing
  • Cooking
  • Crafting
Wildrim's twelve-skill progression screen, with Health selected and its unlock path visible.
Skill levels, training guidance and the next unlock.

Follow a story

Help a stranger.

Meet residents, take on quests and track objectives in your field journal. Discoveries, collections and deeds give familiar places another reason to return.

Build an economy

Find a fair trade.

Bank what matters, browse shops and the Trading Post, or trade directly with another player. Equipment and resources connect the work you do to what someone else needs.

Choose the risk

Cross the frontier.

Wilderness regions introduce opt-in PvP and higher stakes. Confirm the risk before entering, with death and loot rules that give your choices weight.

A place between adventures

Make room
for a little home.

Claim a Hearthglen cottage with its own garden. Place and rotate furniture, set up workstations, grow crops and choose who can visit.

A shared world also needs everyday connections: friends, chat, parties, shops, banks and player trading. Adventure has a quieter side.

Furnishing a cottage

Open build mode, choose a garden shelter and preview where to put it.

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Same world. Different hands.

From keyboard
to thumbsticks.

The desktop layout keeps the world between your character details and nearby activity. On mobile, the world takes the screen, with a touch joystick, contextual actions and compact menus.

At the desk
WASD movement · Mouse aim · Space attack
On the move
Touch movement · Aim & attack controls · Quick slots

This is recorded mobile gameplay, with the game's actual touch interface.

Touch combat

Move and aim on Driftwood Beach, defeat a Sandburrow Skipper and collect its loot using the mobile layout.

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Behind the world

A living world needs
a dependable memory.

The interesting work sits between the rendered world and the records that survive a session: movement, combat, inventory, trading and character progress all have to agree.

Browser

Render & interact

Phaser · React · TypeScript

World rendering, menus and player input

WebSockets
Player intents / world updates

Worker + Durable Objects

Simulate & validate

Authoritative region simulation

Movement, combat and shared world state
Persistent changes
Postgres + Drizzle

Remember the journey

Characters · Skills · Inventory · Economy

The server has the final say.

The browser sends actions; the region simulation validates them. Gathering rewards, combat results and trades come from server decisions, with persistent economy operations handled transactionally.

Send the world that matters.

Interest management limits updates to relevant nearby entities. Snapshot and delta replication keep the view current; reconnection restores a full baseline before continuing.

Build the world in layers.

Tiled-authored maps define regions and collision. Sprite layers and atlases bring equipment and characters together, while React handles the journal, skills, spellbook, inventory and housing interfaces.

Keep identity connected.

Better Auth and Google sign-in connect accounts to characters. Shared TypeScript schemas validate the messages travelling between the game client and backend.

  • Phaser
  • React
  • TypeScript
  • Vite
  • Tiled
  • Cloudflare Workers
  • Durable Objects
  • WebSockets
  • Postgres
  • Drizzle
  • Better Auth
  • Zod

The world is open

Pick a path.
See where it leads.

Wildrim is live and in beta testing. The world, features and balance continue to evolve.

Visit wildrim.com More of my work

Start a conversation

Big idea.
Small hello.

A practical problem. An ambitious idea. A system that could work better. Tell me what’s on your mind.

What would you love to stop doing manually?

Prefer the direct route?

Ontario, Canada

A little hello goes a long way.

What are we thinking?

Rough ideas are very welcome.

Just a conversation.
No perfect brief required.

Your message goes directly to Kevin.

Find something

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