Frequently Asked Questions
1.0
- General Release Questions
When is the full release of Pax Dei happening?
Here is the release timeline for Pax Dei 1.0:
October 6 / 3 p.m. UTC (8 a.m. PDT): Early Access closes
October 6–14: All servers will be offline for final preparations.
October 14 / 10 a.m. UTC (3 a.m. PDT): Head Start - 1.0 game servers open for Founders.
October 16 / 3 p.m. UTC (8 a.m. PDT): Pax Dei 1.0 releases for everyone.
Do I need to re-download the game for the full release?
If you already have the game installed, you might have a small patch to download on October 14, before the head start for Founders.
If you’re a new player and have never played Pax Dei, you’ll have to install the game completely as you’d do for any new game.
Can I still buy a Founder’s Pack after release?
No. Founder’s Packs are only available until October 6. If you’re interested in the exclusive perks included in the Founder’s Packs, they are currently on sale on our website and Steam. Check them out before they disappear!
- Monetization
Does Pax Dei require a subscription?
No. The base game is the only thing you need to enjoy Pax Dei. The base game grants you permanent access to Pax Dei’s Core Experience:
Full access to all gameplay systems: PvE, PvP, crafting, building, and more.
Full access to all areas, all the Home Valleys, the PvP Province, and all the dungeons.
Public crafting stations and storage in starting zones near the Petrae Dei.
The ability to buy gear and consumables from other players, using Gold looted from PvE.
The ability to join a clan and use their plots, contributing to a shared village or an ambitious city.
Access to high-tier crafting materials and rare loot through PvP.
This is the whole game, not a demo or trial.
The base game also includes a free month of Premium Membership (1 Plot), allowing you to try out these additional benefits (see below).
What is a Premium Membership?
For players looking to claim and manage their own land, host friends, or dive deep into advanced crafting and trading, a subscription offers added depth.
By subscribing to a Membership plan, you will receive monthly:
1 month of Premium status, activated on the day you activate your subscription, which grants you the following bonuses:
+50% Grace from daily login,
+50% Grace from gold offerings,
+50% XP boost from all activities.
Plus, if you opt for a Membership with one or more plots:
1, 2, or 4 Plot Tokens (depending on the subscription plan you choose).
Each Plot Token allows you to claim a plot of land for 1 month, or add 1 month to a plot you’ve already claimed.
You decide when and how you spend your Plot Tokens: one by one to maintain a single plot during several months, or all at one time, to maintain several plots during one month.
Maintaining your personal home in-game enables you to:
Unlock unlimited storage by building your own containers.
Set up advanced crafters tailored to your playstyle.
Run a shop by setting up your personal Market Stalls.
Host your friends or clanmates by sharing your plot’s permissions.
What are the prices for the Premium Memberships?
Premium Status (no plot): 3.99 $/€ per month
Premium + 1 plot: 6.99 $/€ per month
Premium + 2 plots: 10.99 $/€ per month
Premium + 4 plots: 18.99 $/€ per month
Can I still build on a plot without a membership?
Yes, as long as its owner grants you permission.
Can I still play with my friends if I’m not subscribed and they are?
There is nothing preventing players with and without a Membership from playing together, including building, gathering resources, venturing into dungeons, or PvPing together in Lyonesse.
Can I upgrade from the Core experience to Premium Membership at any time? Will I keep my progress?
You can subscribe to a Membership at any time, from the game or your account management page. Your subscription will then renew automatically every month. Membership is not required to play Pax Dei and is subject to cancellation by you at any time. Note that all your progress will carry over.
Are cosmetic recipes from Early Access still available?
If you purchased a Founder’s Pack during Early Access, then your characters will have access to your exclusive recipes at release.
- Plot Tokens & Premium Status
What is a Plot Token?
Plot Tokens allow you to claim in-game lands for yourself, to build your in-game home:
Each Plot Token allows you to claim 1 plot of in-game land for 1 month, or to add 1 month to a plot you’ve already claimed.
You decide when and how you spend your Plot Tokens. They are yours to keep and use at any time (even after canceling a subscription).
Tokens remain valid for 12 months from the date you receive them.
When a plot expires, its contents are safely stored in your Redeeming Queue, for you to recover at a later time.
Once expired, your plot will enter a “frozen” state for a limited grace period. You will not be able to build or destroy anything while the plot is frozen.
If you decide to spend a Plot Token to add one month to that plot, you just pick up where you left off.
If you choose not to add more time to that particular plot, then all your plot’s contents will be safely stored in your Redeeming Queue after the grace period ends.
Please note that if you release your plot, your goods won’t be stored in your Redeeming queue, and your buildings will decay.
How many Plot Tokens can I purchase at the same time?
Starting with Pax Dei 1.0, Membership plans will include 1, 2, or 4 Plot Tokens.
Each Plot Token is valid for up to 12 months after purchase.
Can I offer a Plot Token to a friend?
Not right now, but it is something we’d like to offer in the future.
What happens if my subscription ends, but I did not activate any of my Plot Tokens?
You can activate Plot Tokens any time, even without an active subscription. Each Token provides one month of plot duration and remains valid for 12 months after purchase.
For example, your subscription ends on January 15, but you still have 2 unused Plot Tokens. You can choose to activate both on March 1st, or one on March 20 and the other on May 12.
Does that mean I can have a plot active but no Premium Status active?
Yes. Premium Status and Plot Tokens are independent. Premium Status is tied to your subscription and is activated automatically when you subscribe. Plot Tokens can be used anytime while they’re valid (up to 12 months after purchase).
Can I stack Plot Tokens on a single Plot to be spent automatically, or will I have to activate my Tokens manually every month?
You can choose to renew your plots automatically or manually. By default, when a plot expires, it will try to use an available token for renewal. If you prefer, you can disable this automatic setting and manage renewals yourself. You can also extend your plot period in advance by adding multiple unused tokens at once.
How does Premium Status work?
Each subscription plan grants one month of Premium Status starting from the date of purchase. This status is renewed automatically each time your plan renews.
Premium Status is independent from Plot Tokens: if you cancel your subscription, your Premium Status will eventually expire, but you may still have unused Plot Tokens that you can activate at any time.
Premium Status bonuses include:
+50% Grace from daily login
+50% Grace from gold offerings
+50% XP from all activities
Note: These perks represent the first iteration of Premium Status. They may evolve over time as Pax Dei grows and new content is introduced.
How long does the Premium Status last?
When you subscribe, you receive both your Plot Tokens and one month of Premium Status.
Premium Status is activated immediately and renews automatically each month as long as your subscription remains active.
- Servers & wipe at release
Will my progress from Early Access carry over to the full release?
No. At release, everyone will begin on new shards with fresh characters. When the Early Access servers close on October 6, all progress — including characters, plots, inventories, and skills — will be wiped. That’s the final wipe of Early Access. Once Pax Dei 1.0 launches, there will be no further wipes.
Note: As a Founder, you’ll gain head start access to the 1.0 servers beginning October 14 — two days before the official release! Use this time to secure your character name, clan name, and favorite plot location.
What will happen to my Early Access characters at release?
All Early Access characters will be deleted. You’ll need to create a new character on the fresh release shards.
What will happen to my Early Access plots at release?
All plots will be wiped along with the Early Access shards. You’ll need to place your plots again on the new shards at release.
What shards will be available to play on at release?
We’ll share the full list of available shards closer to release.
Will there be server wipes after release?
No. The October 6 wipe is the last one. Once Pax Dei 1.0 launches, your progress will be permanent.
- Community & Communication
Where can I find official updates or patch notes?
You can find our official communication:
On our website
On our official Discord server.
We strongly encourage you to join Discord and follow us on social media to always stay up to date with the latest news about Pax Dei.
How can I connect with the Pax Dei community?
Pax Dei is a social MMO with a welcoming community. Our players are passionate about the game, quick to give advice, and eager to guide newcomers.
On our official Discord, you’ll find channels for: game info and updates, discussions with fellow players, clan recruitment, tips on crafting, gathering, and more.
Is there an in-game tutorial or guide for new players?
While the game contains some tutorials to guide you at the start of your journey in Pax Dei, our community is also full of resources to help you go further.
Will there be developer livestreams or AMAs after launch?
While we cannot provide a schedule at this time, as our development team will be busy continuing to develop the game, we plan to organize some Q&A sessions and interviews with the developers. Stay tuned and check Discord for updates.
- Discord
What will happen to my Founder role?
The Founder role will remain, but it will no longer be obtainable after October 6, when Early Access Founder’s Packs are no longer available for sale. If you purchased a Founder’s Pack during Early Access, secure your role by linking your Pax Dei and Discord accounts, then joining the official Discord. The role will be granted automatically by the bot.
What will happen to my Elder role?
The Elder role will remain unchanged. Players who secured it when it was available will keep it permanently.
What will happen to the Early Access channels?
As we move away from Early Access, the official Discord will get a glow-up. Early Access channels will be removed, and the information will be updated accordingly. New channels will then be opened for everyone to use. Stay tuned for more details!
- Technical & Support
Can I transfer my character to a different server? Can I switch regions/servers after character creation?
At release, you cannot transfer characters between shards within the same region. However, as in Early Access, we may offer transfers from overcrowded shards to lower-population ones through our Support team. Of course, we will provide all the details if we implement this service.
Please note that transfers between regions (NA/EU/SEA) will not be possible.
Will there be server queues on launch day?
We can spin up additional shards as needed, and our zone instancing system will help balance player loads per shard.
What are your plans to minimize latency for players?
Shards will be hosted in multiple geographical regions, allowing players to choose one that is close to them. Additionally, our combat system and MMO mechanics are designed to be more tolerant of lag compared to FPS games.
Will system requirements change with the full release?
No, system requirements will remain the same.
Minimum system requirements
GPU: GeForce RTX 2060 (12 GB) / Radeon RX 5700 XT
VRAM: 8 GB
CPU: Intel i5-7600K or AMD equivalent
RAM: 16 GB
Storage: SSD with 80 GB free space
OS: Windows 10 or higher
Recommended system requirements
GPU: GeForce RTX 3060 / Radeon RX 6600 XT
VRAM: 8 GB
CPU: Ryzen 7 3700X or Intel equivalent
RAM: 16 GB
Storage: NVMe SSD with 80 GB free space
OS: Windows 10 or higher
I’m having trouble accessing my account. What should I do?
Please visit our support site: support.playpaxdei.com
Where can I manage my subscription?
You can manage your account directly from your account management page.
How can I report bugs or give feedback after release?
You can report bugs directly in-game using the F9 button. We also have a Discord channel dedicated to receiving player feedback.
Is controller support available with Pax Dei 1.0?
Controller support will not be available at launch.
What languages does Pax Dei support?
The game is currently available in English, French, German, Polish, and Spanish. We plan to add more languages after release, depending on the community's needs.
- Platforms
Which platforms will Pax Dei be available on at release?
Pax Dei 1.0 will be available on the following platforms:
playPaxDei.com, the official website
PC Game Pass: We’re excited to announce that, as of October 16, Pax Dei will be available on PC Game Pass.
Via official affiliates like Markee Dragon.
Pax Dei can also be played via GeForce Now.
Can I switch platforms? If I purchased Pax Dei on the Epic Games Store, can I switch to Steam, for example? Will there be cross-play or cross-progression?
No. You can only access Pax Dei on the platform where you purchased it. However, if you own the game on multiple platforms and link them via your account management page, your account — including characters and progress — will carry over across those linked platforms. All players, regardless of where they purchased Pax Dei, will play on the same shards and will play together.
- Content & game development
Is the game now considered “feature complete”?
No. Version 1.0 doesn’t mean Pax Dei is “feature complete.”
We still have many features and pieces of content to add — some already announced, others still under wraps.
What kind of post-launch content updates can we expect?
Development will continue after release, with regular patches and content updates planned.
Details on upcoming content will always be shared on our official website and Discord.
- Clans & Community
Will my clan from EA be intact at release?
No. With the transition from Early Access to release, all shards will be wiped — including characters, gear, constructions, and clans. You’ll need to recreate your clan and invite members once the game launches.
Note: As a Founder, you’ll gain head start access on October 14 — two days before the official release. Use this chance to secure your clan name, character names, and your favorite location in the world.
Do I need a Premium Membership to join or create a clan?
No. All players can join or create clans, regardless of subscription status.
Will there be in-game events to celebrate the full release?
Yes! We’re planning several community activities to mark the launch. More details will be announced soon on our official Discord and website.
Is role-playing supported or encouraged in any specific way?
Yes. We’ll open RP shards at release for players who want to explore Pax Dei with a role-play focus.
However, RP shards will not have enforced RP rules or RP-specific moderation. We trust the community to respect one another’s roleplay. If you don’t want to RP, plenty of other shards will be available.
- Security & fair-play
How is Pax Dei handling cheating or exploits?
If you encounter a player or group violating our Code of Conduct, please report them to our Support team. We take these reports seriously and will take action to maintain a fair gaming environment.
How do I recover my account if I’ve been inactive since Early Access?
Your account remains active even if you haven’t played for a while. If you encounter login issues, please contact our Support team for assistance.
What’s your policy regarding harassment/toxicity?
As with any online community, maintaining a positive environment is crucial. To help with this, we are also integrating an automated chat moderation tool with our partners at GGWP, which will help monitor and curb toxic behavior.

World
- Making the World of Pax Dei
- Can you explain the difference between regions, provinces, and heartlands?
The world of Pax Dei is split into four main regions, plus four in-between regions. The four main regions are Gallia, Gothia, Iberia, and Anatolia. For the release, we are focusing on building a part of Gallia, whose terrain and atmosphere are mainly inspired by the southwest of France (with a pinch of a magical twist). A province is a large section of a region. We will have different types of provinces, but the heartland provinces are the most important (and biggest) ones. Another type of province is what we currently call the contested provinces - which, as you can guess, are related to PvP. A heartland province contains several home valleys (6 in the example below). And a home valley is a blessed land where players can place their plots and build villages.
Here is a sketch of the map used for the Friend & Family Alpha build. It contains one heartland province, and the named red zones ‘Maremna, Gravas, Tursan…’ are the home valleys. In the game, this province is a square of 10 km per side, but the playable area is ‘only’ around 70km² (27mi²).
- How huge is the world of Pax Dei?
It depends on what one means by “the world.” The entire world of Pax Dei won’t be available at release, and we’ll start with a portion of the world in the region named Gallia. We already have four heartland provinces (plus some dungeons and another type of province we are not ready to talk about) which give you a playground of approximately 300 km2 (115 mi2), but we plan for bigger for release. Of course, it heavily depends on content production capabilities and some technical constraints.
- Can you talk a bit more about the lore of Gallia and the rest of the world?
We have published numerous Lore articles on our website, and we recommend you check them out to learn more about the Lore of Pax Dei. Look for the Diegesis category at https://playpaxdei.com/news.
- Can you explain how you are building the world from a technical standpoint?
Our world generation process is semi-procedural, or what we like to say, procedurally assisted. We believe that a human should make the interesting decisions, while the computer should do what it excels at, filling in the details.
In very simplified terms, a human creates a map of the world, and the computer makes a 3D game world out of it. In software terms, our world generation pipeline runs entirely in SideFX Houdini, which is a great match for what we are doing.
In more detail, we start with three main inputs: a very rough height sculpt, an annotated 2D map of what is where, and a bunch of tabular data like what plant species grow in which biomes. First come the geological processes, erosion, lakes, river pathfinding, and such. Then we add the human influences, mainly road carving and modifying the terrain to fit the structures we want. Lastly comes all the plant life and other decoration, with only a minor influence on the terrain itself.
The process also creates a lot of other data than just the 3D environment. A game like ours requires a lot of auxiliary data for things like resource distribution, pathfinding, player map, and so on. It is important to us that we do not edit the world manually, as that would mean making changes would be harder.
- Will there be an in-game map of the world? Will we be able to see everything from the map right away or only already explored areas?
No, we won't provide any detailed map. Discovering the world is part of the game. However, the community has already built different detailed maps. Don't hesitate to look for them or to ask on our Discord channel.
- Are there areas that you will only explore once and won’t get back to them again because the creatures and resources have become obsolete?
In our game, we strive to make every resource valuable and useful throughout your entire journey. Even the simplest resources have their place. Whether it's building walls for your village or equipping warriors with weapons and armor, the demand remains constant. Just like in real life, even if you've mastered the art of crafting steel, you'll still find yourself in need of iron. At the beginning of your adventure, you may find yourself gathering these resources on your own. However, as you explore and progress in the world, you'll have the opportunity to rely on other players who are newer to the game or experts in their respective trades to fulfill your resource needs.
- How can a player make the world his own? How creative can we be with our interaction with the world?
A player should be in full control of his own land. Likewise, Clans will put their mark on the world by organizing villages and communal buildings they work on together. Clans that decide to cooperate and become allies can create larger social units and should therefore gain control over more land and building features than those who choose to go at it alone.
- What kind of biomes will we find in the world of Pax Dei, and how will they affect our characters?
In our quest to create a world that feels authentic and familiar, we've placed a strong emphasis on verisimilitude. We believe that by making the environments and transitions between biomes believable, we can offer players a truly immersive experience. Our goal is to transport you into a world that feels both authentic and grounded rather than purely fantastical. As a result, you'll find that our biomes often partially overlap or interweave, adding to the sense of realism and exploration. Currently, we have four distinct forest biomes that each have their own unique characteristics. Additionally, we have a couple of captivating mountain biomes, along with several open lowland areas and swamps that provide a different flavor to the landscape. Each of these biomes offers its own visual aspect and various ways to navigate and explore. Furthermore, they are home to specific endemic flora and fauna, as well as shared species that add to the rich diversity of the world.
- How are biomes connected with each other?
They usually continue seamlessly from one to another, depending on geographical factors and bodies of water. We aim to make a real and believable world.
- What kind of creatures will be met in Pax Dei?
We want our world to have some verisimilitude, to look like a plausible medieval world that can resonate with the mental image we all share about the Middle Ages. If one was walking around in the forested areas in Pax Dei, one would obviously expect to run into individuals representing Europe’s typical forest fauna: rabbits, boars, deer, wolves, and bears... So you’ll have these. And because our world is not the real world, but a fantasy world where “myths are real, and ghosts exist,” one might also run into unexpected creatures that could qualify as mythical or fantastic, or even demonic. Not everywhere and not every time…
- Do resources respawn? Does the world feel “alive”?
Generally speaking, resources will respawn unless a character has claimed the land they were on (i.e., different rules apply on resource spawning when it comes to players’ plots).
- How are resources distributed?
While the most basic resources can be commonly found, most resources tend to be distributed in an asymmetrical pattern. Their exact location and their abundance are dependent mainly on geological factors. Hence, people who spend some time out and about looking for specific resources should relatively quickly learn where it is best to look.

Tech
- An introduction to Pax Dei’s shards, servers, and zones
As you may know, the World of Pax Dei consists of a few regions (Gallia, Anatolia, Gothia…) split into several provinces (Ancien, Merrie, Kerys…). A province is a very large geographical area with several valleys interspersed by big mountain ranges. In specific provinces called heartland provinces, we have multiple valleys we call home valleys, and those are where you can build your home. And, of course, you also have dark dungeons and caves that mainly exist below the surface of these provinces.
But how do these geographical features map down to actual physical servers, and how do they affect how you play the game?
Worlds/Shards
The first choice you will face when creating a new character in Pax Dei will be the selection of a specific instance of a World, also commonly referred to as a Shard. Even though the world of Pax Dei is geographically vast, it can only accommodate a certain number of players in total. This is why we run multiple copies of the world, each being identical but completely independent of the others in terms of actual inhabitants. Each such copy we call a shard.
We estimate we’ll start with a maximum population in a single shard of around 7,000 players. A single shard is run wholly within one physical cloud hosting center. We will run shards in different availability regions worldwide, e.g., North America and Europe.
The factors that will mainly influence your choice of shard will thus be the following:
Latency to your main game computer
Seat availability, as some shards might be full
Shards where you have many friends already playing
Zone Servers
From a computational point of view, a shard consists of a large collection of various servers and cloud services, each of them fulfilling a specific function. The most numerous ones are what we call zone servers. This is because the simulation of a whole world is much too computationally heavy to be handled by a single hardware instance and is thus divided into smaller computational units that we call zones. A single zone server is a Dedicated Unreal Server that handles the simulation of a specific part of the world, e.g., one home valley.
At any given time, you, as a player, are automatically connected to a zone server. Whenever you move across a zone boundary, your connection automatically moves to the adjacent zone server. This is what we call a zone transition. In most cases, these transitions should be seamless, except for a few important exceptions:
Transitions between different provinces or into dungeons will typically incur some loading time as the client loads an entirely new map
There is currently no visibility of other players or NPCs across zone boundaries
Zone Instances
As mentioned above, a zone server is a dedicated Unreal Server handling the simulation of a small subsection of the world. Eventually, a zone server can also become overwhelmed with too many players. Currently, this limit is around 150 players, but it is expected to change with better hardware and optimizations. To avoid having to close off zones when the maximum number of players is hit, e.g., during peak hours, we introduce the concept of zone instances instead. The mechanism is such that when we surpass the maximum number of players in a zone, we distribute the whole set of players within a given zone boundary between two or more separate instances of the zone. Each zone instance is actually running a separate zone server for the same zone, but players within a given zone instance can not interact with players in another instance.
This separation only applies to direct player interactions, but the persistence of the buildings, amongst other things, works across instances, meaning the buildings are visible to all. Once the zone population levels go down, instances merge together. For regular operation, after a shard has reached maturity, instancing should only happen in exceptional cases, but it might be common at the beginning.
Persistence Backend
Apart from zone servers, the rest of the backend handles coordination between zone servers, transactional game logic, communication, and persistence. There are situations where the clients connect directly to this backend through secure APIs, e.g., for authentication. Still, in most cases, the zone servers are the ones communicating with the backend to specific services such as inventory service, resource management, etc.
All of this infrastructure is then deployed, coordinated, and scaled through a Kubernetes architecture running on top of a cloud infrastructure.
- What is the biggest challenge when working on an MMO like Pax Dei?
The biggest challenge is how complicated the tech stack is. The whole tech stack comprises various components, some being 3rd party components (e.g., the Unreal Engine or PostgresDB) and others fully developed in-house. Most of these are not specifically designed to be used in an MMO. The functions of these components range from physics simulation, graphics rendering, AI behavior to transactional integrity and high scalability of server transactions. They cover multiple programming languages and must be built and deployed in perfect harmony to function all together as intended. Finally, testing an MMO without actual players is difficult, hence the importance of early user testing.
- Will we have some shards dedicated to PvE without any PvP interaction?
No, the plan is currently that all shards will be identical.
- How many players will be per shard?
Currently, each shard can welcome up to about 14,000 plot owners.
- With the expected high demand at launch, how do you plan to avoid queues?
We can spin up additional shards as needed to accommodate more and more players, but the zone-instancing mechanism will also help mitigate the initial load per shard.
- What are your plans to minimize latency for the players?
Shards will be available in different geographical regions, so new players should be able to find a shard that is geographically close to them. Furthermore, the combat system and typical MMO interactions are such that they are more tolerant of lag as compared to first-person shooters.
- How will you manage the population of the Worlds? Do you plan to allow character transfers?
Our team is constantly monitoring the population level on all shards and is ready to open new shards when needed. That being said, character transfer to a new shard in the same region may be an option if the situation requires it. Currently, all transfers are manually handled by our Support team; however, we are working on an automated process. More details will be shared once the feature is ready.
- If I want to play with my friends, how can we ensure we'll be in the same World? Can I join them even if their World is full?
When a World becomes overcrowded, it will be locked to safeguard the quality of service. So, our objective is to strike a balance between preventing overcrowding and ensuring friends can easily play together. The key here is to be smart about the indicators we will use and how we guide people towards specific Worlds. In critical situations, we would like to be able to offer character transfers from a crowded World for free, as it’s one of the best ways to ease overcrowding. We will provide more information at a later time.
- What is your stance on third-party programs and add-ons?
We're open to third-party programs and add-ons (as long as they are not about cheating), as we recognize that these contributions can often enhance user experiences and provide valuable functionalities. However, at the moment, we regrettably lack the necessary resources to offer proper support for them. We genuinely hope that in the foreseeable future, we will be in a position to provide the support you deserve. Rest assured, we will keep you informed and share more information as it becomes available.

Mainframe
- When was Mainframe founded, and by whom?
Mainframe is an independent, venture-backed game developer founded in the spring of 2019 by 13 game industry veterans, mainly from CCP and Remedy. The studio aims to create the first open-world, massively multiplayer online game (MMO) built from the ground up for cloud gaming networks.
Our mission is to create a virtual world that millions will live in for decades.
- Do you all work in Finland or Iceland, then?
We do have offices in Finland, Iceland, and France. Still, some team members are spread worldwide and working from Sweden, Denmark, the Netherlands, Estonia, and even Australia! We have 17 nationalities represented at Mainframe.
For us, the most important thing is that people work from where they are most productive, which can mean working remotely.
- When does the team meet then if you work remotely?
Mainframers in Helsinki, Reykjavik, and Paris meet regularly in their respective offices and try to share a weekly lunch. There are weekly online team meetings where everyone joins and shares company information and updates.
The game teams occasionally meet to workshop and plan together in one of our offices.
We also gather the whole Mainframe team once per year in a big summit, mixing workshops and fun activities to keep the team spirit and get to know each other better. We also gather to celebrate our milestones - whether online or offline - as we recently did for the announcement of Pax Dei.
- What’s the background of Mainframers?
We started with 13 founders from Finland and Iceland who represented all game development disciplines. Now (May 2023), we represent 17 different nationalities and a (super) wide variety of skills needed to develop an MMORPG.
Our current team consists primarily of Engineers, Designers, and Artists, but we also have a Publishing team, Producers, and people taking care of running the company. We are a small team considering the challenging vision we want to deliver to gamers, but we can do it. To keep the team small, we try to find ways to do things smartly, and we have also hired mostly people with seniority and extensive expertise and experience. We hope that in the future, we will be able to mentor more developers at the start of their journey with the game industry.
- How is life in the Mainframe office?
We are an online community at Mainframe. We are spread in several locations and split into teams (each team is developing a specific aspect of the game - the world, combat, the crafting...). Members of any feature team may come from any location. Our teams have come up with their own way of working together in the past three years. Because our work happens mostly online, our use of offices is finding its way. Our offices in Helsinki, Reykjavik, and Paris are centrally located and support everyone who wishes to work there with good / plenty of coffee and excellent company.
- Diversity is a hot topic right now. What do you do as a company regarding diversity?
We take on team members based on their skills and merits - everyone on the team should feel they were hired because they were the best candidate for the position. Our team trusts each other, and we are very open in our plans and discussions. It is a balance of inviting everyone into the conversations and ensuring we all spend our work time on the most critical tasks for each of us. It is not always easy, but we constantly evolve in how we work by being honest with each other and dedicating effort to improving.
When we have a chance, we hire for diversity - meaning that we tweak the role a bit to get a wider pool of applicants.
- Are you all gamers? What is your favorite type of game?
We are all gamers in our own way. Some of us play more on PC, some more on console, and others only play mobile games (thus why they don’t own a gaming PC…)! We also all have different tastes in terms of game genre, so overall, that makes a big potpourri of experiences - good and bad - that help us shape Pax Dei every day for the best.
- When did you start working on the game?
The game's concept was in the founders' heads for quite some time, way before Mainframe was founded. We really started working on it in 2019 when we launched the studio and hired more people to make it a reality.
- Can you give more details about who invested in your company?
You can find all the details in the press releases that were issued for our two rounds of funding: https://themainframe.com/en/media/
- Looking at the pictures on your site (themainframe.com), you look like a bunch of old geeks… Are you all that old and that geek?
Funnily enough, the average experience in the gaming industry for the company is 15+ years… Are we old? It all depends on how you define “old”.😉 We prefer to say that we are experienced. And we want to put that experience into creating the game of a lifetime. Are we a bunch of geeks? Definitely! We all have our favorite universes and references, but we are definitely geeks, and proud of it!

Credits Early Access
Designed by Mainframe Industries
Mainframe Industries Team Members
ART
Direction Saku Lehtinen
Animation Gabor Fekete, Jose Diaz, Christopher Diaz
Audio Design Bjørn Jacobsen
Character Art Hugues Giboire, Lowe Silverlyra, Eduardo Morales
Character Rigging Amber van Oosterhout
Character Technical Art Vigfús Ómarsson
Concept Art Börkur Eiríksson
Environment Art & World Design Roel Grevendonck, John Renquist, Emanuel Rausch
Environment Technical Art Eetu Martola, Ilkka Jahnukainen
DATA & ANALYTICS
Direction Jouni Kallunki
Data Science Lasse Hyyrynen
DESIGN
Direction Pétur Örn Þórarinsson
Game Design Kristian Vuorinen, Jón Helgi Þórarinsson, Kári Gunnarsson, Simon Etienne Rozner
UX/UI Design Jasmin Dahncke, Jochem Schut
ENGINEERING
Direction Juha Laitinen, Árni Birgisson, Antti Kerminen
Backend Infrastructure Engineering Sandra Rós Hrefnu Jónsdóttir, Janne Härkönen (Reaktor)
Game Engineering Friðrik Haraldsson, Aþena Björg Ásgeirsdóttir, Carl Andreas Sveinsson, Henri Tuhkanen, Spiros Zervos, Daniel Cartañá Casellas, David Dearing (Shipwright), Robert Knudson (Shipwright), Kevin Chen (Shipwright)
Game Framework Engineering Jyrki Korpi-Anttila, Kristján Valur Jónsson, Joni Huhmarniemi, Zezhong Wang, Jarkko Viikki (Reaktor), John Reynolds (Flix Interactive), Ricky Johnson (Flix Interactive), Jon Prestidge (Flix Interactive)
Game Framework Backend Engineering Gunnar Sveinbjörn Sigurbjörnsson, Amaan Mehdi Naqvi, Lennart Goedhart, Sämir Hamadi (Reaktor)
Site Reliability Engineering Grétar Hauksson, Siggi Gunn
Web Engineering Daníel Páll Jóhannsson
QUALITY ASSURANCE
Direction Euan Hislop
Quality Assurance Lee Murray, Vee Blecha, Laura LaBillois
GAME
Direction Reynir Harðarson
PRODUCT
Direction Sulka Haro
PRODUCTION
Direction Mikko Lindholm
Development Management Helga Bjarnadóttir
Art Production Rohit Paliwal
LIVE OPERATIONS
Direction Panu Liira
PUBLISHING
Direction Éric Chauveau
Customer Experience Serge Pinçon
Community Relations Marie Cabot
Content Marketing Vincent Kaufmann
COMPANY
Direction Thor Gunnarsson
Company and People Operations Ansu Lönnberg
Finance and Operations Arja Syvähuoko, Kjartan Pierre Emilsson
IT Administration Henrik Haapanen
Other Contributors
Character Art Pétur Arnórsson, Alpo Oksaharju, Paul Ruano-Borbalan
Character Technical Art and Rigging Anne Seppänen
Concept Art Þórhallur Þráinsson
Environment Art Artem Feodoroff
Environment Technical Art Árni Berúlfur Jónsson, Laura Koekoek
Visual Effects Art Drew Goheen
Animation Constantinos Sophocleous (Redhill Games,
Visual Effects Jussi-Petteri Kemppainen
Game Design Matti Häkli, Steven Clark
Level Design Maarit Piiparinen
UX/UI Design Steinar Pálsson, Antto Väätäinen
Data Engineering Peter Bell, Tomi Koivisto
Backend Infrastructure Engineering Petteri Salo, Guðmundur Viggósson, Gissur Þórhallsson, Anssi Jaatinen (Reaktor)
Game Engineering Jasse Lahdenperä, Mikael Sigmundsson, Ingólfur Halldórsson, Ali Yorulmaz, Ævar Örn Kvaran, Mikko Niiranen, Claudio Freda
Game Framework Engineering Pat Kerr, Húni Hinrichsen, Sylvain Nicolle, Antti Leppänen (Reaktor), Vesa Karvonen
Web Engineering Matthías Leó Gíslason Turpeinen
Quality Assurance Evgeni Shevtsov, Radu Ilică, Oliver Conti
Quality Assurance Engineering Sean Hammond
Writing Bill Bridges, Gregory Pellechi
IT Administration Outi Sorsa
People Operations Unnur Ýr Konráðsdóttir
Costume Consultation Heli Salomaa
Medieval Consultation Arne Koets, Miro Lahtela, Miikka Tamminen
Motion Capture Acting Oula Kitti, Natasha Lommi, Anna Minkkinen, Miro Lahtela, Eero Vesterinen
NEW TALES (Co-Publishing)
Razak Kessas, Wenwen Liu, Ronald Jentges, Claire Barlet, Jean-Michel Courivaud, Alexis Demurger, Benoît Dufour, Cédric Maréchal, Blanche Méhault, Lucas Montus, Emmanuel Obert, Anthony Rebouh, Richard Requeña, Eliot Salotti, Marion Silvestre, Cindy Lemasle, Diane Herbays, Quentin Villevieille, Nathan Haslé, Esther Lévy, Delphine Le Corre, Timo Jiaming Wang
Pre Alpha Game Testing
Aefein, Aina Mononen, Ajax, Aleksi Kariniemi, Aliseya, AnniDear, Aria Hepner, Ayden Pride, Batuul, Brin Verheijden, Caelesti Infernum, Champe Gaming, Charlie Bravo, Chris Paul, Corpselocker, CrossAlbeo, Dan, Danival, Darth Pickle, Dilli, Duine, Elator, Elitevulture, Eltarii, Eury, Farnache, Fayree, Fonsui, Fruity sloot, GrumpyOldGrim, Holydan, Janne Martola, Jonathan B., Juryisout, Kingstonian, Lethality, Mahtipepe, ManaJ, Mandenln, Mataluuka, Mike282, Mishael, Mochor, Natheyja, Nulak, Nyasaki, Odemption, Otto-Pekka Taskinen, Patatus, Pete Southall, Phaba, Phoenix, ProGressive, Raga, Ralthan, Rank Badjin, Rising Saint, Robert Hinze, Sam Collins, Stephen Northcott, Steven Clark, SlippingSand, SMooreAce, STARK, Staroslav, Stelaphina, Streamings, Suresight, Sylva, Tab Cathulhu, Teemu Erniö, Teozard, TheBananaOrder, Thomas LeBlanc, TomzerSRP, Urusa Sethek, Van Der Small, Wilste, WMint, Wogar, Ynosan, Zahven, Zalki, ZeroPainZeroGain, Zito, Zulug
Partner Contributors
Altagram
Audio & Localisation Adam Mieczynski (Polish), Antonio M. Beleño (Loc Engineer), Anna Romańska-Babut (Polish), Armand Chillaud (Audio Engineer), Baptiste Sorin (French), Célia Lafage (French), Chris Heyn (Audio), Claire Lebossé (French), Fabrice Maurel (French), Florian Descher (German), Gundi Eberhard (German Voice), Henrike Kupsch (German), Juan Ferragud Sáez (Spanish), Julia Meter (German), Julie Berger (French), Katharina Sofia Speelmans (German), Kathy Way (French), Léane Lambert (Audio Engineer), Manon Laurent (French), Mar Campayo Chaparra (Spanish), Meike Braun (German), Océane Gougeon (French), Pedro José Sepúlveda (Spanish), Radosław Aleksanderek (Polish), Romain Portelli (French), Sandra Kohl (German), Serge Thiriet (Audio), Simon Dehne (German), Sky Verhaaf (French), Soleïma Arabi (French Voice), Stephan Grabowski (German), Steve Snape (English), Valérie Congy (French), Wolfgang Hoffmann-Schoenborn
Project Management Amira Elmasry, Dylan L. Martin, Jared Swift, Jonathan Aplin, Mathilde Gribaudi, Yasmin Babb
Management Balint Acsay, Karolina Drapala, Marie Amigues, Nicolas Parenti
Aritunes
Audio and Music Ari Pulkkinen, Alexander Dmitriev
Room 8 QA
Project Management and Leadership Nick Burns, Robert Lato, Andre Nantel, Iga Szymańska, Tomasz Panasiuk
Quality Assurance Coordination Hopres Czartoryska, Nez Gałązka, Aleksandra Wójcińska
Quality Assurance Testing Vlad Dzhyba, Daisy Krupa, Michał ‘Wulf’ Łukaszewicz, Maciej Adamski, Katarzyna Bednarz, Kajetan Bucewka, Maciej Chibowski, Alexander ‘Elderwood’ Kaczor, Emil Kiwak
Studio Operations and Leadership Lidia Banachowicz, Ruslan Kanunnikov, Andreea-Luciana Ion, Lola Mir-Momtaz, Anna Potok
Room 8 Studio
Environment Art Doru Bogdan, Dmitriy Prokopenko, Igor Denisenko, Viktor Vovk, Aleksandr Ostrovskiy, Laura Skela, Boban Lazarevski, Denis Dobrunov, Maksim Sakovits, Viktor Horobchenko, Iurii Tymchenko, Maryna Novik, Aleksandr Timoshenko, Ivan Aksiutov, Oleh Fesiuk, Mateusz Kozlowski
Character Art Oleh Yakuba, Aleksei Nedzvetskiy, Ustym-Bohdan Manchur, Sofia Vats, Oleksii Leontiuk, Orest Pazyn, Serhii Olenych, Illia Kalmykov, Aleksandr Krivenko, Andrii Kurylo, Viktoriia Petryshyn
Business Development Anna Berdnyk, Karina Karnaukh, Ruslan Kanunnikov
Project Management Elena Natsvlishvili, Aleksandra Gapich, Oleksandr Popovych, Maksym Makovskyi, Hlib Belov, Dmytro Pastushenko, Dmytro Moskovchuk, Anna Vladymyrova
In Memory of Serhii Azarchenkov
Keywords Studios
Management Gonzalo Lemme, James Gallagher, Sherenne Johnson
Community Management Andreas Perlick, Jennifer Brückner, Jessica Blázquez, Jonathan Allford, Matheus Miguel, Laurent Clericy, Sandy-Kim Poirier, Thaiz Gebara, Vasilina Ziganshina
Customer Support Szymon Cipielewski, Piotr Korpok, Florent Brun-Picard, Maciej Rząca, Marcin Szotrowski, Michał Konstanty, Ibrahim Boubekhadda, Kamil Borowiak, Konstantinos Vasileiou, Abdellah Najime
Trust & Safety Sharon Fisher, Kaila Jarvis, Ximena Favila, Mafalda Pereira
Kangurus
Web Engineer Sann-Remy Chea
Web Design and UX Louis-Jerome Leger
Airship
Character Art Peter Minister
Grooming Art Ellie Booth, Hamish Bryant, Cheyenne Burdue, Manuel Capitani, Stuart Counter, Neil Easton, Tomos Hywel Evans, Ada Ferran, Andrea Giordano, Daniel Hill, Chris Hircock, Laura Karbauskaite, Lili Liu, Luke Marchese, Leah McEwen, Quaid Nash, Aitor Pezer, Tadas Sadauskas, Louis Squara, Cedrick Valdeviezo, Chris Wright, David Zavala
Production Dan Browne, Anand Nair, Alex Tudan, Joel Sherrington
Client Relations Jessica Chapman-Killick
Sales Coordination Joshua Lambert
Management Declan Paul, Viki Freeman, Tim Horton, Joseph Harford
Black Molly
Announcement and Early Access Video David Guvå, Daniel Mizera, Jesper Styrenius, Jona Hammarström, Kim Eskilsson, Niklas Kronquist, Sebastian Hammarmo
Bodyguard
Anti-toxicity AI Specialist Camille Guillemot, Enrica Caruso, Claire Derry, Gaël Valot, Florian Belliard, Arnaud Chemin
Lakshya Digital
3D Art Pradeep Manocha, Siddharth Rakshit, Rahul Sudhakar Kudale, Abhishek Rajendra Shindekar, Rahul Bhagotia, Karan Chandrakant Parekh, Tanmay Vivek Sabnis, Bhushan Deepak Gholap, Vipin Kumar, Tarun Bhardwaj, Aniket Prakash Kumbhar, Saurabh Chavan, Gaurav Khatri, Ayush Saini, Rajiv Madhukar Chavan, Mansi Sharma
Rigging Sachin Sharma, Sachin Pokhriyal
Art Technical Review Pankaj Bhardwaj, Hari Om
Art Management Lokendra Shekhawat, Iain McFadzen, Aaron Ford Hall, Chad Hoynacki, Brian Maricle, Dilip Suthar, Megan Hupin, Cal Santiago, Derek Misaki, Sandeep Saini, Abhishek Bashte, Sumit Gaba, Matt Bennier
Project Management Ankit Singhal, Mudasir Naqshbandi, Vijay Kumar Sharma, Aman Juneja
Studio Management Manvendra Shukul, Rob Olson, Anando Banerjee, Manish Bhandari, Anupam Thapliyal, Raju Patil, Mayank Rajpoot, Arjun Agnihotri, Mukund Vasishta
IT Support Inderjeet Yadav
Little Red Zombies
Art Direction Sri Ram Chandra, Ankit Garg
Art Leadership Nakshatra Solanki, Avinash Vinayakrao Pande, Tapan Rai, Manish Nautiyal, Pawan Kumar Phalswal, Sanjay Nandy
Art Amit Ghadai, Harshit Dadhich, Rohit Kumar, Mayank Nagal, Amit Ghosh, Megha Gupta, Bhavesh Saini, Deepak Gariya, Kuntal Sarkar, Lal Singh, Satish Verma, Rishabh Negi, Anurag Bhatt, Mayank Tomar, Navneet Jain, Sujal Sharma, Fayiz Muhammed, Jugal S Parikh, Kishan Kumar S, Amol Ramesh Kulkarni, Akshay Pareek, Aditya Purohit, Jayant Shivam, Ajitesh Chaudhary, Vaibhav Gupta, Anshu Priya
Quality Assurance Brahmarouthu Tarun Varma, Prashant Sajnani, Lokesh Kumar, Avinash Goud, Manga Sriharsha, Murli Sharma
Project Management Jallipalli Gopi Krishna, Kommula Naveen Kumar, Riyaz Ali, Shristi Gupta, Shivani Perla
IT Support Arun Kumar V, Vinay, Pavan Reddy
Pavillon Noir
Trailer Production Alice Fleury, Ghislain de La Chaise, Guillaume Lairan, Romain Charrier, Karl Petzold, Lucas Campigli, Sasha Hladky
BLUMP
Trailer Direction and Animation Alexis Ghnassia, Harmonie Rey, Thomas Barrois, Harry Lairan, Simon Dadder
The Seed
Trailer Animation Mary Lombard, Mathis Deschamps, Pierre Berger, Romain Bourzeix, Tom Jury, Ugo Nicolas
Rotary
Trailer Sound and Music Cedric Gaudard, Pierre-Louis Calme, Thibault Delage, Martin Ronsmans
Trailer Voice Talent (English) Crystal Shepherd-Cross
Additional Contribution / Trailer Copywriting Mike DeRosa
Room22
Branding Mélissa Alarcon, Vincent Farrachi
Solsten
Player Insights and Research Alex Pliutau, Andreea "DeeDee" Rosu, Eugenio Luciano, Julien Singler, Chloe Barnard, Eric Dawson, Joe Schaeppi, Bastian Bergmann
Studio Gimbal
Business Development Raphaël Dalpé
Environment Art Adam Lacharité, Noah Monnereau, Aditya Suvarna, Martin Adam, Andrew Létourneau, Alex Patel
Xsolla
Chris Cheever, Aleksei Kharaldin, Elena Elkina, Maksim Shestopalov, Pavel Savkin, Roman Bazhora, Sam Gaglani, Nick Bondarenko, Sergey Ilyinykh, Thinagaran Haridass, Viktor Sakson, Vladimir Melekhin, Yulia Shavshukova
Special Thanks
Ilkka Kivimäki, Jonathan Lai, Samuli Syvähuoko, Hekla Arnardóttir, Harri Manninen, Jenny Ruth Hrafnsdóttir, Helga Valfells, Andrew Chen, Tom Hammer, Erik Gloersen
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