Lands of Uralys

Lands of Uralys

My first MMORPG

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Overview

A dynasty of magicians and warriors

Lands of Uralys was my first MMORPG — two and a half years of game design, engineering and iteration that kicked off the adventure that still drives me today.

Players controlled a dynasty of magicians and warriors, crafted items, traded on the market and clashed in turn-based battles against other clans.

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Official Trailer

Gallery

Screenshots

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Arena

Turn-based tactical battles

Assemble a squad, pick your fighter line-up and manage every action of every turn. A full combat loop — from fighter selection to round resolution and the final fight result — built entirely around clan rivalry.

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Clans

Breed, equip and grow your creatures

Every player built a clan of creatures with stats, inventory and breeding lineage. Detailed creature screens, breeding visibility rules and inventory management made the meta as deep as the fights.

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Market

A player-driven economy

A live market let players trade crafted items, resources and rare ingredients — a full economy layer running on top of the game's persistence model.

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PvP

Turn-based clan warfare

Clan-vs-clan combat with fighter selection, action queues and targeting rules. Every battle built on the previous one — a living competitive ladder.

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Crafting

Forge the tools of your dynasty

Gather resources, combine recipes and forge the weapons, armours and artefacts that powered every clan's ambitions.

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Breeding

Raise creatures across generations

Stats, lineage and visibility rules turned every brood into a long-term strategic bet — dynasties rose and fell on bloodlines.

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Hall of Fame

The ancient village members

Founding players, legendary clans and record holders were immortalised in a dedicated hall — a living memory of the world's history.

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Elements

Five Elements + Akasha

Earth, Water, Fire and Air shaped combat affinities and crafting recipes — with Akasha, the fifth element, unlocking the rarest creatures and the deepest lore.

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Tech

A full-stack MMO

Authored end-to-end — Flex / Haxe client on top of a Java / Spring back-end running on Google AppEngine, orchestrating every turn for every clan.

Behind the Game

Credits

Flex 3 and Haxe on the client, Java with the Spring Framework on the server, deployed on Google AppEngine. Turn-based combat, breeding and market systems built from scratch.

Dev Activity
Dev Activity
620 commits
20082010
+95.0K
-60.0K
ActionScriptJavaHaxeMXML

Designed and developed solo as game designer and full-stack engineer between January 2008 and June 2010 in Toulouse — the project that started the Uralys adventure.

See also

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Timeline

Browse the full timeline of my projects.