New Theogonia Dev News — Open Beta Coming
Machine-translated · View original (Korean)
We’re excited to share the first development news for the pixel-art MMORPG 「New Theogonia」, being created directly by Yeoul Games. It’s a game where multiple players roam the world of Olympus mythology together—hunting, changing clothes, taming beasts, and forging weapons at the blacksmith.
All the screenshots below are taken directly from the current test server; no mock‑ups or composite images were used.
⚠ New Theogonia is still in development. The systems, stats, and images shown below may change or be removed during testing.
News Update — New monster artwork
Previously, monster sprites were just a few generic body templates with number changes, so a bear could look like a weasel or a mountain goat resembled a dog—often not matching their names. We’ve switched to hand‑drawing each monster individually. The designs now reflect the appropriate body shape, patterns, and features from the myths; the eyes have irises and pupils (turning red during combat); and we’ve created unique walk, attack, threat, hit, and down animations that suit each creature.
The newly drawn monsters are already on the test server, and we’re updating the rest one by one. Below, the left side shows the old art and the right side the new (only a single side view is displayed).






1. The World of Olympus Mythology
The map is based on ancient Greek geography. It’s divided into four layers: the surface world, the sky above the clouds, the deep underworld, and the sea floor. With towns, fields, dungeons, temples, and even interiors, there are over 200 locations. The story spans 11 chapters following the genealogy of the gods (theogony).
2. Changing clothes updates your appearance.
Torso and leg clothing and armor are drawn directly onto the character sprite the moment you equip them. Because the system works like a paper doll—layering one piece of clothing over the body—dresses, kimonos, hakama, kilts, skirts, shorts, leather, chainmail, and plate all have distinct shapes, and they move with you in all eight directions while walking, running, and attacking. Other players see exactly what you’re wearing.
When creating a character you can choose gender, skin tone, 17 hairstyles, hair color, and underwear color.



Cloth hems and body physics representation
Clothing and bodies have physics. The lower layers of skirts and robes billow behind you when you run and slowly settle when you stop; long hair and the chest also sway naturally with each step. Capes flutter like cloth thanks to physics (cape items are still being added).

The clothing and equipment artwork is still being tweaked and refined, so it will be even better by launch.
Mythic gear collected by hunting monsters (just added to the test server)
The new items are gear modeled after mythic monsters. Each monster provides a set of eight pieces—helmet, torso, legs, gloves, boots, cape, shield, and weapon—that form a complete set. When you defeat that monster, there’s a low chance it will drop one of those pieces, and by collecting them you can eventually complete the full set. We’ve created gear for 32 different monsters.
We’ve put them on the test server today and are also creating new bosses that will drop some of the gear. For now, we’re showing you five of the sets. There are another 27 to go, which you’ll encounter in‑game. The artwork and stats are still being fine‑tuned, so they may change.





3. Not level, but mastery — the more you use, the more you grow
New Theogonia has no levels. Swinging a sword raises Swordsmanship, casting spells raises Magic, each increasing a little with use. There are 58 skills—Combat, Magic, Crafting, Gathering, etc.—that increase by 0.1 per use, and each can be raised up to a total of 720, so you choose what to develop. Strength·Agility·Intelligence also grow the more you use them, and you can lock or lower any skill you don’t want to raise.
4. Tame monsters to hunt together
By raising the animal‑taming skill you can domesticate 54 species of beasts on the fields. Tamed beasts follow you and will fight when ordered. You can keep them in the town stable, and if you tame a horse you can ride it (the mythic Pegasus requires special conditions to tame). On empty land outside town you can also build your own house.
5. Each weapon has its own personality, durability, and forge
- One‑handed sword — a basic weapon with evenly distributed damage
- Spear — strong against shields and sturdy bodies
- Axe — crits land easily
- Mace — a heavy blow, strong against stone or metal‑skinned foes
- Two‑handed dagger — stab twice in one swing with a pair of blades
- Bow — fires quickly, and some arrows can be retrieved and reused
Damage per unit time is balanced across weapons; differences come from personality. Weapons wear down with use, and when durability hits 0 they lose power, but you can repair them at the forge for drakma (each repair reduces max durability slightly). With upgrade stones and drakma you can enhance up to +15; failure consumes the materials.
Hit timing is checked the instant the weapon contacts the target. Sound and debris vary with the monster’s body type (fur, hide, scales, stone, metal, etc. – 11 types).
6. Shared world — safe zones and combat zones
The world is divided into a 「Safe World」 where you cannot attack others, and a 「Challenge World」 where you can duel. You can travel between them through the rainbow‑goddess Iris’s gate. In the Challenge World, attacking indiscriminately changes your name colour and marks you as a criminal. Towns are protected zones. If you fall, you become a spirit and revive at Asclepios’s altar or from a healer.
You can conduct safe trades with other players (both must confirm), form guilds (Polis) and alliances, and join one of two factions: Olympus or Titans. Bosses are timed for multiple players to defeat together. A party system (group of players) isn’t available yet; we aim to add it before open beta.
7. Different towns, music, weather, and seasons per region
Each town has its own roofs, walls, and props. Background music changes with the vibe of towns, fields, dungeons, or temples, and ambient sounds like waves, wind, or forge hammers reflect the area. In‑game time cycles through day/night and the four seasons. Weather includes clear, rain, storm, fog, snow, plus moon phases, tide levels, and season‑specific winds (e.g., west wind Zephyros).
8. Play in 9 languages
The game can be switched among Korean, English, Japanese, Portuguese, Spanish, Vietnamese, Turkish, German, and Thai. Choose at the login screen and menus, windows, and prompts appear in that language. Some text is still untranslated; we’ll finish it before open beta.
9. What’s already in the game / What’s coming next
What’s actually live on the test server right now
- Map: four layers—surface, sky, underground (the Underworld), and underwater—over 200 locations, story spanning 11 chapters.
- Equipment visuals that draw the torso, legs, clothing, and armor directly onto the character, with physics for skirts and hair.
- Three base stats plus 58 skill proficiencies that grow (no level system).
- Six weapon personalities, durability, forge repairs, and upgrades.
- Tame 54 types of beasts, stables, horse riding, and house building.
- Safe World and Challenge World, name‑color and crime rules, and spirit revival upon death.
- Crafting, gathering, shops, bank, safe trading, Polis, alliances, and factions.
- Region‑specific music and sounds, day/night, seasons, and weather.
- UI in nine languages.
Planned features
- Create new bosses that drop the 32 mythic gear sets, and polish the gear artwork and stats
- Party system (group play).
- Redraw the remaining monster sprites to match their animal forms
- Add more clothing and item graphics such as cloaks, gloves, and boots.
- Polish story quests and mobile controls.
- Fill remaining translations and balance the whole game.
- Prepare servers for open beta.
10. Operations policy — we want your feedback
Even after the official launch, we plan to keep the game free to play. To keep the servers running for the long term, though, we are considering selling only cosmetic outfits for real money — clothes that change your appearance and have no stats at all. We will not sell anything that makes you stronger or makes hunting easier.
Nothing is final yet. Let us know honestly in the comments whether this model works for you, or why you’d prefer something else. We’ll decide based on your input.
11. Please click 「I want to play」
New Theogonia is an MMORPG that only becomes fun when many players share the same world at the same time. If only a few log in, the world feels empty and dies out. So instead of opening quietly one by one, we’ll set a launch date and open together.
When enough people click 「I want to play」 we’ll lock in the open‑beta date, announce it on this board and the home screen, and then launch. No registration required; one click per browser is counted.
When the date is set we may email you (optional). It helps us gauge how many will actually attend.
Feel free to leave any questions or suggestions in the comments. We’ll read each one and incorporate feedback into development.
The artwork and gear designs shown here are original creations from Yeoul Games, first unveiled on October 26, 2026 in 「New Theogonia」. Please do not use them without permission.


