We're building worlds that you never want to leave: multiplayer role playing
games and the technology and writing that hold them together. Persistent player
states, real-feeling NPCs, and worlds meant to be lived in rather than reset.
An original world, built in Unity 6 to be played alone, with friends, or on a dedicated server.
An original open world role playing game set in the Bleak Isles, an
archipelago of drowned coasts, old magic and older grudges. Built from the
ground up for singleplayer, co-op and dedicated servers alike, so the world
works the same whether you sail it alone or with a crew. Myronith is where
it starts.
Grogan architecture, blocked out
Land strider, creature work in progress
NPCs react to the player and their actions
Traversing one of the many islands on foot
All pictures are taken in-game, in an early alpha. Characters, materials and interface are all
placeholders. We'd rather show our in-progress work than wait
until there is something polished to show.
A Morrowind server running on our own fork of TES3MP. Live now, and still being tested.
A camp at the Urshilaku grounds, built by players
Silt Strider is a persistent multiplayer Morrowind, running on a custom fork of TES3MP with an additional custom living
world layer on top. NPCs can hold their own conversations and remember what was said and done,
towns change hands, and the world's economy changes with how prosperous towns become. This is an ongoing experiment in what a shared Morrowind can be, and we're pushing the limits as far as we can.
Balmora under fog
Skyrim: Home of the Nords, one of the province mods in the pack
Immersive roleplay multiplayer server for Oblivion Remastered.
Still in early development. Built on many of the same systems as Silt
Strider, recontextualized for a modern platform. Nothing to show yet.
About the studio
Black Salamander Studios is a small independent studio working on multiplayer
role playing games and the infrastructure underneath them.
Most of what we build starts from the same question: how can we make the
games we love feel even better? That pushes us toward persistent servers,
NPCs with memory and motive, and systems that really react to how a player
interacts with the space around them.
We're working on original projects and with the very special modding communities
we came out of, because both are good places to find out what actually holds
up once real players get their hands on it. Our goal is to make the best
possible worlds imaginable and to ensure that you, the player, have all the
necessary tools to live in them.