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Steam wishlist momentum and release planning

The recording links Scars of Honor's current visibility to its Steam launch page and describes wishlist growth as a major milestone. The game is said to have reached the number two position worldwide among anticipated MMORPGs by wishlist count, with an expectation of reaching number one by the end of February if the trend continues.

These figures are presented as evidence of strong market interest, but the recording also warns against treating wishlist momentum as proof that the game is already successful. The emphasis remains on converting attention into a stable release through careful testing and controlled expectations.

Steam wishlist performance

The recording states that Scars of Honor became the second most wishlisted upcoming MMORPG after appearing on Steam for less than two months. It further claims that the game had already achieved more than 60% of what the current number one title accumulated over two years.

The speaker also compares the game's wishlist position to Where Winds Meet, saying the numbers were on par at that moment. These statements are presented as internal or observed reporting rather than a formal public ranking methodology (inferred from context).

Avoiding overhype

Despite the positive Steam momentum, the recording argues that excessive hype can damage a project. Scars of Honor is explicitly not framed as a universal solution to the genre's problems. The stated concern is that inflated expectations can create backlash if the next public build appears undercooked.

The preferred approach is to show the game, gather feedback, and let testing shape expectations rather than relying on promotional claims.

Testing phases

Several testing stages are outlined:

Closed technical test

A very limited friends-and-family test is planned for the end of February. Its purpose is to measure crash rates, hardware compatibility, and general technical stability rather than broad gameplay impressions.

First public test

A wider public test is planned for spring. This phase is described as the point where player behavior and gameplay feedback become more important, including where players stop, what activities they repeat, and which encounters cause problems.

Demo and playtest access

The recording says players will be able to see and play the game during the year in a demo or test form. This is presented as a firm intention, barring major unforeseen problems.

Early access and release timing

Paid early access is rejected for two reasons. First, the game is intended to be free to play, so charging for access would create backlash. Second, if progress from paid access had to be reset to preserve fairness, that would create another backlash from paying users.

Because of this, the only acceptable early access model described is free early access. The recording then argues that free early access is effectively the same as launch for a free-to-play MMORPG.

This leads to a more cautious release outlook. While earlier plans had discussed 2026 possibilities, the recording says 2027 is now more likely for full free-to-play release, with a higher chance of 2027 than 2026.

Platform priorities

Windows is described as the top priority platform. MacOS and Linux versions are desired but not treated as immediate priorities.

Launch philosophy

The release strategy described here prioritizes polish over speed. The studio says it is no longer focused on adding major new systems, but on polishing, fixing bugs, and producing content. The stated goal is to launch only when the game is ready enough to sustain long-term success rather than taking a short-term revenue opportunity from an early, weaker release.

Source

  • Recording: Why MMoRPGs are keep on Dying? CEO/Creative Director of MMoRPG Studio speaks!
  • YouTube: Watch on YouTube
  • Published: Sunday, February 1, 2026 at 8:30 PM UTC

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