Crowfall
Crowfall is a 3D fantasy MMORPG built around faction warfare and large-scale PvP, with combat that aims for a more hands-on, action-driven feel instead of traditional tab targeting. Rather than living on one permanent continent, the game rotates players through multiple procedurally generated campaign worlds that guilds can fight over and ultimately win. It is a structure designed to create repeating wars with shifting maps, while still letting you keep long-term character progression between campaigns.
| Publisher: ArtCraft Entertainment Playerbase: Medium Type: MMORPG Release Date: July 06, 2021 Pros: +Progression that rewards player skill and planning. +Campaign worlds shaped by players and guild politics. Cons: -Visuals feel behind the curve. -Optimization can struggle in big fights. -PvE offerings are relatively slim. |
Crowfall Overview
Crowfall positions itself as an MMO that borrows heavily from strategy game pacing, especially in the way its wars are organized. It markets the idea of being a “Throne War Simulator”, meaning the most important play spaces are campaign instances with clear objectives, a sense of seasonal escalation, and an endpoint rather than an endless treadmill. When a campaign reaches its victory conditions, that world effectively concludes and the next one begins, keeping the conflict loop active.
While the worlds reset, your character does not. Progression carries forward, which helps the game keep the long-term identity and investment players expect from an MMORPG, even as the battlefields rotate. That hybrid approach is the defining hook, it tries to deliver the persistence of an MMO alongside the start-to-finish structure typical of match-based strategy titles.
Moment-to-moment gameplay is centered on territory control and PvP pressure. Battles are intended to feel mobile and decisive, with less reliance on sustained healing to drag fights out, even though supportive roles and group utility remain part of team composition. In practice, the design encourages coordinated pushes, positioning, and timing rather than waiting for cooldown-heavy healing cycles to stabilize a frontline.
Crowfall uses a buy-to-play model, with an upfront cost around $50, and it also sought part of its budget via a Kickstarter campaign.
Crowfall Campaign Types – Eternal Kingdoms, God’s Reach, The Infected, The Shadow, and Dregs
Crowfall Screenshots
Crowfall Featured Video
Crowfall Review
Crowfall is easiest to judge by the kind of player it is trying to serve. This is not a theme park MMO where the main loop is quest hubs, dungeon ladders, and story chapters. Its strongest moments come from organized conflict, the buildup to a siege, scouting enemy movement, and the social dynamics that emerge when guilds compete for resources and map control.
The campaign format is a real differentiator. Because worlds are designed to end, Crowfall can create a sense of urgency that permanent servers often lose over time. There is a beginning where groups establish themselves, a middle where alliances and rivalries harden, and a late game where objectives become a genuine race. That cadence does a good job of pushing players into meaningful decisions rather than passive grinding.
Combat aims for a more active style than classic tab targeting, and it works best in small to mid-sized skirmishes where spacing, reaction, and ability timing are readable. In larger clashes the intent is clear, coordinated pushes and defensive lines should matter, but performance can become a limiting factor, which undercuts what should be the headline experience. When the game runs well, the fights can feel sharp and tactical; when it struggles, the war fantasy loses some of its impact.
Progression is also more interesting than a straightforward level treadmill. The game leans into the idea that smart builds and competent play should matter, which supports competitive communities. At the same time, players looking for a deep PvE endgame, extensive narrative content, or a broad menu of instanced activities can hit the ceiling fairly quickly. There is PvE present, but it tends to support the war effort rather than replace it as a primary path.
Visually, Crowfall’s presentation can come across as dated compared with newer MMORPGs, particularly if you value high-fidelity environments and character models. The art direction communicates the fantasy warfare theme, but it is not a title you play for cutting-edge visuals.
Overall, Crowfall is best approached as a PvP-first MMO with rotating wars, guild strategy, and campaign-driven stakes. If you enjoy siege planning, political maneuvering, and repeating competitive seasons, its structure has real appeal. If your priority is questing, story, or PvE variety, the game may feel narrow.
Crowfall Links
Crowfall Official Site
Crowfall Wikipedia
Crowfall Subreddit
Crowfall Wiki [Database/Guides]
Crowfall Wikia [Database/Guides]
Crowfall Kickstarter
Crowfall System Requirements
Minimum Requirements:
Operating System: Windows 7
CPU: Intel Core i5 3.0 GHz
Video Card: Nvidia GeForce 660 | AMD Radeon HD 6970
RAM: 8 GB
Hard Disk Space: 10 GB
Recommended Requirements:
Operating System: Windows 10
CPU: Intel Core i5 3.5 GHz or better
Video Card: Nvidia GTX 1060 | AMD RX 560 or better
RAM: 16 GB
Hard Disk Space: 10 GB
Crowfall Music & Soundtrack
Crowfall Additional Information
Developer: ArtCraft Entertainment
Creative Director: J Todd Coleman
Executive Producer: Gordon Walton
Senior Developer: Mark Bourland
VP of Production: Bill Dalton
Community Manager: Tully Ackland
Design Lead: Thomas Blair
Principal Engineer: Mike McSaffry
Lead Client Programmer: Howard Smith
Lead Server Programmer: Thomas Sitch
Art Leads: Billy Garretsen, Dave Greco, Larissa Angus, Eric Hart, Jon O’Neal, Allison Theus, Nicholas McBride
Design Consultant: Raph Koster
Game Engine: Unity 5
Release Date: July 06, 2021
Development History / Background:
First revealed in January 2015, Crowfall entered the scene with a pitch aimed squarely at MMO veterans who missed large-scale siege gameplay and server politics. The project drew attention because it was supported by experienced genre leadership, including executive producer Gordon Walton, known for work on Ultima Online, Star Wars Galaxies, The Sims Online, and Star Wars The Old Republic. Creative direction was handled by J. Todd Coleman, whose previous credits include Shadowbane, Wizard101, and Pirate101.

