"It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys." -Antoine de Saint-Exupery
"Criticize by creating" - Michelangelo
We set out to stop just complaining about the games available to us. We love them and some of them we play religiously, but we wanted more and we weren't getting it... thus Terrayn was born. With a mixture of things you've come to expect in a 'sandbox' game and things that have never been attempted before in an online format, Terrayn will keep you occupied for as long as your imagination can hold out.
While you can play Terrayn by yourself, the fun really kicks in when your friends join in. Many hands make light work, and they also make things that are impossible for a single player to build alone. A single adventurer doesn't need an inn, a bank or a cathedral, but groups of players do. Communication tools and skills will be necessary to keep all of your followers informed as to your next objective. On the other hand if you don’t want to just assume others are carrying out your wishes, you can use our API (a set of tools that lets YOU program parts of the game) to create your own minions who will tirelessly build, explore, create and fight for you without question. Develop an amazing tool, set of actions or an architectural blueprint, and share them with others… or keep the power to yourself.
Terrayn is a living, breathing world where the changes that you wreak on the land and your fellow players can change the course of history. On the other hand, building a legacy by definition implies *protecting* that legacy not just from other players, but from the depredations of time, weather and Acts of God (or of the dev team). You can leave the game for mundane things like work and family, but when you come back your buildings, belongings and reputation may not be as shiny as when you left. New discoveries in tool technology, building techniques and Magic, as well as the constant discovery of new lands will keep Terrayn fresh long after other games have become routine.
Terrayn has a storyline of its own to give context to the limitless world we’ve developed for you, but it puts the tools of creation and fulfillment in YOUR hands. YOU mold the landscape above and below ground to fit your personal vision. YOU create architecture to mimic anything on earth... or create in your own personal style and inspire gamer generations to come. Build monuments, great walls, structures that pierce the clouds or delve deep into the bowels of the earth, icons of past civilizations or visions of the future… all as expressions of YOUR creativity and will. Build YOUR legion of followers to protect you from those who would oppose you, and wrest ultimate power in the land from the despots who rule... and struggle against becoming one yourself. The future history of Terrayn is waiting to be written by YOU.
Joseph Campbell, the great mythologist, writer and lecturer once said "The big question is whether you are going to be able to say a hearty 'YES' to your adventure". Come join us and say “YES!”… to TERRAYN!!
Jason is responsible for the main story, themes, and overall design of the look and feel of Terrayn. An avid gamer and software engineer with over 15 years of experience writing software on various platforms.
Terry is our lead developer on making the core game engine. He's responsible for keeping it fast, light weight, and stable. He's been working on developing games as a hobby for over 15 years, starting with MUDs in the late '90s.
Nate is responsible for making things just work internally. From maintaining TeamCity to creating automation tools, he's our main man for keeping it working.
Randy is a chronic drawer and self-described font nerd. Terrayn has offered him a blank canvas to create our visual concepts beyond the landscape. An art teacher by trade, he has been designing logos, posters and all matter of graphic design/drawings for the past twenty years.
Dan Reifsnyder started composing and producing music for radio and television back in 1985, but this is his first foray into audio for the world of games. He brings a wealth of knowledge from a dozen (mostly meaningless) different disciplines to the development team, but he is still unsure why his COBOL programming skills can't be effectively used in game development.