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Sects & Sacrifice

[p]Greetings Warriors! A month has passed since our Closed Beta playtest, and we're here to bring updates on the latest developments with Havenhold. One of the most exciting game feature we're adding (one that a lot of you have requested), is the Sect system! [/p][p] [/p][h2]Chaos beneath the Peaks[/h2][p][/p][p][/p][p][/p][p]From the formless Hundun chaos, worlds emerged - unstable, impermanent. The Great Thousand Worlds were born into the Eternal Cycle. All rise, all fall. And none escaped, but that was until the First Taichus discovered a path out of the chaotic Worlds...[/p][p][/p][p]The Taichu Warriors trained themselves in the secrets of divine martial arts. Through blood, sheer will, and cultivation, they formed pockets of power across the fragmented Worlds, each one challenging others for dominance. The most powerful Sects ascended the sacred slopes of Kunlun, in search of the ascension path beyond the mortal Cycle. [/p][p][/p][p]There, in the shadow of the divine, they seek more than power. They seek to break free from the wheel of reincarnation. Those who devoted themselves to the Mountain God found their strength multiplied: skin like iron, steps like storms, minds sharp like obsidian. But this was not charity—it was favor. Conditional, shifting, and brutally earned...[/p][p]
[/p][h2]Sects[/h2][p]
“Finally!”Yeah, we know what you're thinking.[/p][p]
One of our biggest goals with the new Sect system has always been to give more control to how your Sect grows and thrives. During our April playtest, we used a simple faction system as a placeholder, while we worked on something with much more depth. Systems that would allow you to experience creating and building up your own sect, choose your allies, and deciding exactly where—and how—you want to build your legacy within a World. Each Sect begins with a strategic choice: where on the map will you plant your roots? Your Sect's starting location is a choice that impacts your access to resources, proximity to allies or rivals, and your strategy for the 14-day Eternal Cycle. This is about more than just claiming a spot, it's about creating a base to expand your influence, and turning your Sect into a real force to be reckoned with.

Planting your roots on your very own piece of land
[/p][p]If you've been with us since the early playtests, you might remember the co-op base-building feature, where you built out your base with your Sect members. We've taken a hard look at it since then—redesigned things, and remade a few aspects of it to have it fit into our game experience better. Your Sect will start with humble beginnings — makeshift wooden pickets. But with teamwork, it'll evolve into a mighty stronghold. Work together with your Sect members, build defensive structures, offensive weaponry, and create a sense of pride that unites your Sect. And yes — this is where the battles happen too. Control over access points will be fought for, and defended against, through these stronghold battles (siege).[/p][p][/p][p]Build your Sect's base from the ground up[/p][p][/p][p]But it's not all about brute strength, and the spiritual side of Havenhold plays a big role here: the Mountain God. Sects aren't just about might and steel — they're also about faith. The Mountain demands offerings, and those who give in earnest are rewarded with unlocked knowledge, and powerful blessings. As a Sect, you'll be able to coordinate rituals, and make offerings to the Mountain God in exchange for advancements of your Sect. It's a team-wide effort to not just achieve shared goals, but remind you of the shared faith. And in return? The Mountain might just give you the edge against competing Sects.[/p][p][/p][p]Offerings are carried out at the offering altar[/p][p][/p][p]This system is a reflection of core experiences that we want to build into Havenhold: choices, community, and competition. Whether you're starting your own sect or joining forces with others!



Till next time,

From all of us at Wolfpack Games


[/p][hr][/hr][p]Wishlist Havenhold on Steam: https://store.steampowered.com/app/2015760/Havenhold/ [/p][p]Discord: https://discord.gg/havenhold [/p][p]Twitter: https://twitter.com/playhavenhold [/p][p]Website (sign up for future playtests!): https://www.playhavenhold.com/ [/p][p]YouTube: https://www.youtube.com/channel/UCtmRqaLdiusy5FKg4dk2New[/p]

Playtest starting April 17th - Apply now!

Hey Warriors!

We are excited to invite you to join our Closed Beta playtest, set to begin on April 17th, 2025!

Check out our Game Overview Trailer: [previewyoutube][/previewyoutube]

Havenhold is a Combat-focused Social Sandbox inspired by the ancient Far East. Train as a warrior monk, wield primordial powers, craft, trade, and compete against rivals in riveting battles for access to the sacred peak.

[h2]Here's what to expect:[/h2]

  • 14-day Cycle of progression: Rise to glory in competition and combat
  • Spirit Bind Abilities: Wield ancient powers to transform into avatars and learn devastating combat abilities
  • Engaging 3D Action Combat: Feel the intensity of skill-based combat
  • Co-op Dungeons and Events: Team up to take on tougher challenges
  • Player Driven Economy: Gather, craft, and trade everything with other players
  • Skirmishes and PvP Sieges: Contest loot in skirmishes, and work together for victories


[h2]How can I apply?[/h2]

1. To apply, select "Request Access" under "Join the Havenhold Playtest"
Note: We will be approving access a few days ahead of the Playtest start date, so don't worry if you don't immediately receive access. The playtest App will be hidden from your Library until the start of the Playtest.



If you are a guild representative looking for access for your group, please fill out our form on: https://www.playhavenhold.com/

Be sure to Join our Discord here! for the latest news and updates regarding the playtest.

See you in-game!
Wolfpack Games


Wishlist now:
https://store.steampowered.com/app/2015760/Havenhold/
Discord: https://discord.gg/havenhold

Twitter: https://twitter.com/playhavenhold

YouTube: https://www.youtube.com/@PlayHavenhold

Havenhold is a Far Eastern sandbox MMO with a game-changing twist

It's a well-known secret that my favorite class in any videogame is Monk. Whether it's tabletop DnD, Baldur's Gate 3, or World of Warcraft, I love the idea of blending primordial magic and, well, punching things - perhaps that's because I'm from Glasgow, who knows. Havenhold, an upcoming sandbox MMO, thrusts you into the shoes of a budding young warrior with their eyes firmly set on the prize. It's been in alpha since 2023, and now we're finally getting our hands on it.


Read the rest of the story...

2024 Year in Review

As we step into the new year, we can’t help but reflect on how much 2024 has shaped the vision for our game. It’s been a whirlwind of creativity, testing, and learning, but each challenge has brought us closer to delivering an experience we believe players will love. Here’s a look back at how the year unfolded.

January was a month of laying the groundwork. We focused deeply on worldbuilding, honing the concept of the warrior monks and their transformative abilities into primordial forms. These transformations became a core feature, not just mechanically but narratively, tying into ancient legends from the Far East. At the same time, we built our first gear dungeon which culminates in our first boss fight. Seeing it all come together was a defining moment for the team, a small glimpse of what was to come.

WIP of our first gear dungeon

By March, we were ready to take the first big step: Alpha 1. This was a one-week playtest opened for players in China, featuring early PvE content and our initial take on progression. Watching players interact with the systems we had crafted was both thrilling and humbling. The feedback was largely positive—players appreciated the foundations we’d laid—but it was clear we needed more content to keep them engaged. That week reinforced how much work lay ahead, but it also showed us that we were on the right path.

Spring brought a flurry of updates. In April and May, we added new primordials, each with distinct abilities, along with new mobs and dungeons. These additions started to diversify the gameplay, giving players more to experiment with. It was a time of rapid iteration as we worked to expand the world and introduce different playstyles.

Seatusk Level 20 Gear

June marked another major milestone: Alpha 2. This time, the playtest was open to overseas players and ran for two weeks. We doubled the number of dungeons and introduced two new bosses, giving players a glimpse of the mid-game experience. It was also the first real test of our early-to-mid gameplay loop. Feedback was invaluable, especially when it came to combat, where players pointed out areas that needed refinement.

With that feedback in hand, July and August became months of experimentation and polish. Combat was our primary focus, leading to the introduction of perfect block mechanics, improved UI feedback, and smoother movement. These changes made a noticeable difference in how the game felt. Another priority was addressing the lack of social systems, which players had pointed out during the earlier tests. Clan and grouping features began to take shape, paving the way for a more cooperative experience. Lastly, we revisited the cast of primordials, working to make each one feel more unique and meaningful.

Perfect Block VFX showcase

In September, we returned with a month-long Alpha 3 test for players in China. This time, we made available multiple progression loops, giving players a more comprehensive look at the game. The feedback was incredibly detailed, highlighting areas for improvement in progression pacing and design. It was clear we were getting closer, but there was still plenty to refine

The final stretch of the year, from October to December, was about taking a step back and addressing some foundational issues we consistently encountered in the three Alphas. Player onboarding had been a recurring pain point in feedback, so we revisited the early game experience to make it smoother and more engaging. New guidance systems were added to help players understand the combat and their goals, and we worked hard to instill a stronger sense of purpose in those opening hours.

Worldbuilding was also a revisited focus. The peak, a central feature of the game’s world, was further developed, and the surrounding territory map was redesigned to emphasize its significance. Alongside this, we introduced PvP rules for different zones, laying the groundwork for action-packed elements that will play a major role in the game.

Concept of the Peak

Looking ahead to 2025, we’re gearing up for our Closed Beta at the end of March. This will be a critical step as we prepare for Early Access, and we can’t wait to welcome players into this next phase of development.

Thank you for being part of this journey. Your support and feedback have been the driving force behind everything we’ve achieved this year. Here’s to an even bigger and better 2025!


China Playtest in Numbers

Greetings Warriors,

As some of you may have noticed on our Steam page, we recently wrapped up a three-week playtest focused on the China region.

Our team received tons of positive, actionable feedback from players, which we’re diving into to make the game even better. Here are some fun stats and highlights from the playtest—enjoy!





P.S. We do not currently have a date for the next playtest. As soon as we've set one, we'll let everyone know!

https://store.steampowered.com/app/2015760/Havenhold/