Revival

Revival was introduced as a dark-fantasy sandbox MMORPG with noticeable Lovecraft-inspired elements, centered on meaningful player agency and a world shaped through live GM direction. Rather than focusing on conventional hotbar rotations, it highlighted more involved combat and hands-on crafting, with a storyline meant to evolve in response to what the community actually did.

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Publisher: Illfonic
Type: Sandbox MMORPG
Release Date: Unreleased
Shut Down Date: March 24, 2016
Pros: +GM-led, reactive events. +Action-focused, skill-driven combat. +Deep, manual crafting.
Cons: -Very little confirmed content due to suspension.

Revival Shut Down on March 24, 2016 (Never launched, development suspended)

Overview

Revival Overview

Revival was envisioned as a persistent online MMORPG grounded in grim fantasy and cosmic-horror motifs. Its gameplay structure aimed for open-ended sandbox progression, letting players establish settlements, craft, fight, and steer how the world developed, instead of following a rigid theme-park track.

A major talking point was its intended combat style. In place of tab-targeting and action bars, Revival promoted a more physical, first-person-like approach where reach, spacing, aiming, and reflexes played a large role. The goal was for battles to feel like direct weapon handling rather than rotation-driven cooldown play, rewarding positioning and situational awareness.

Housing was also framed as a key system. Player homes were planned as permanent fixtures placed in the shared world, which naturally meant prime locations would be limited. Options ranged from small dwellings in modest settlements to bigger, more detailed homes, with neighborhoods and communities influenced by where people built and how those spaces were used over time.

Crafting was described as interactive instead of purely menu-based. Resources would be checked for quality problems (such as parasites or blight) and then worked through tool-driven steps, rather than created via a single click. Alongside the sandbox foundation, this approach was meant to make crafting feel like a deep profession with its own learning curve.

The world design was pitched as reactive to player behavior. The concept emphasized ongoing change, where places and events could shift based on group actions—such as a settlement expanding or an enemy presence weakening. To support that evolving narrative, live GMs were planned to appear as influential forces (heroes, villains, monsters, and even gods), actively shaping scenarios and engaging with players so the experience could differ from server to server.

Revival Key Features:

  • Dynamic Quests – live GM involvement would adapt situations to player choices, producing changing events instead of static scripts.
  • Cross-platform – limited access to the world was intended for phones and tablets.
  • Skill-based Combat – encounters were planned to depend on aim, timing, and movement rather than classic hotbar routines.
  • Active Crafting – materials could be assessed and shaped with tools during hands-on steps, emphasizing real-time production.
  • Living World – player-driven outcomes were meant to persist and influence future conditions and conflicts.

Revival Screenshots

Revival Featured Video

Revival Stage 01 House Decorate Tool Overview

Full Review

Revival Review

Coming Soon!

Links

Revival Online Links

Revival Official Site

System Requirements

Revival System Requirements

Minimum Requirements:

Operating System: Windows 7 (64-bit) or later
CPU: Intel Core 2 DUO 2.4 GHz / AMD Athlon X2 2.7 GHz
Video Card: ATI Radeon HD 3870 / NVIDIA 8800 GT / Intel HD 3000 Integrated Graphics
RAM: 6 GB
Hard Disk Space: TBD

Music

Revival Music & Soundtrack

Coming Soon!

Additional Information

Revival Additional Information

Developer: Illfonic

President: Charles Brungardt
Creative Director: Kedhrin Gonzalez
Lead Designer(s): Adam Maxwell, Christopher Holtorf

Engine: Unreal Engine 4
Release Date: Unreleased
Shut Down Date: March 24, 2016

Development History / Background:

Revival was developed by indie studio and publisher Illfonic, LLC. The company, founded in 2007, contributed to a variety of projects before announcing Revival publicly in November, 2014. Work on the game was later suspended, with development halted on March 24, 2016, and the title never reached launch.

Shutdown Announcement:

“So, what went wrong? If there’s a single misstep to point to, it was assuming we could push forward using only the resources we still had on hand. Here’s the basic situation: early in Revival’s development, we had access to talent and support that we no longer have today. Replacing that—whether it’s as straightforward as not having enough animation staff, or as complex as losing particular networking knowledge—has ended up being an expensive problem, far more than we can realistically carry. So what does that mean? Is Revival finished?

We’ve been waiting close to two decades to make Revival, and we can hold out a bit longer, so it isn’t entirely over. It’ll take more than anything in Animae’s realm to get me to abandon Revival, and many at IllFonic feel the same—yet as we decide what comes next, none of us are comfortable asking you to play a “business as usual” game while we sort it out. We need to find a different path to bring Revival to life, and we won’t mislead you while we’re figuring that out—that’s the point of this message. So, is Revival dead? I honestly can’t say, but whatever happens, it won’t continue in the exact form we originally planned at IllFonic. We do have a few possible directions, but they’re not a complete plan, and nothing is guaranteed.”