About Otherworld II


Good Afternoon!


To kick off this devlog, I want to share some updates about Otherworld II. 


The open testing phase, which was originally scheduled to begin on Saturday, has been postponed. After careful consideration, I’ve decided to transition the entire project from GDevelop to the Godot Engine. There are several reasons for this change. While GDevelop was useful for prototyping, it has clear limitations when it comes to developing a large-scale game like an MMORPG. Furthermore, recent discussions and concerns regarding how no-code engines like GDevelop manage growth, documentation, and developer support have reinforced my decision.


Godot offers the flexibility, performance, and long-term potential that Otherworld needs to realize its full vision. Rebuilding will take some time, but I believe it’s the right step forward for the project and my growth as a developer.


I shared this message with the Otherworld community yesterday, but I have some good news since then. Otherworld II is in 3D, and I have developed the foundational elements of the MMO. In terms of the MMO aspect, Otherworld II (using Godot) has significantly surpassed the original Otherworld 2. 


If progress continues at this pace, you can expect to see Otherworld II releasing by late August or early September. However, I cannot provide an exact release date at this time.

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