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We present City of Titans, a spiritual successor for the superhero MMORPG City of Heroes, being developed by Missing Worlds Media.
5,003 backers pledged $678,189 to help bring this project to life.

A World Of Titans

Posted by Missing Worlds Media (Creator)

Today’s update was to hold two parts, in honor of the anniversary we have today. However, a Facebook hiccup resulted in the first part, our target release date, being revealed a few days early.

For those who missed it, since the Kickstarter, we’ve held that we will not make a public release date until our internal target estimate stayed constant for at least 6 months. We hit that goal, with the fall of 2018 our target. Now, what this date means is that this is the point we are confident that there would be no more need for character database wipes, that balancing would be ready, and the game is in a playable, even if not yet bug-free, state. Some games call this state release, some call it beta, yet others call it post-launch first-update. We call it what it is for us, the specific conditions we are aiming for.

Now, with that out of the way.

Our world map is, frankly, huge. The goal is to start off with a small section of the map to begin with, and have plenty of room to grow. As we began building, it became apparent that even we underestimated how huge that world was. To make sure that we can hit any release date, instead of trying to build every district at once, we are building them one at a time. That then requires a priority order, so that when one district is done, the next already has begun work.

Titan City Highway Map
Titan City Highway Map


Our construction order then is split into two parts, North and South. For our first Stage of development, we picked the core districts, and set those for development first. We begin from the top, Alexandria, then work our way around until we finish the northern peninsula. Once that is done, we begin on the south, starting at Clarkstown. Due to time and resource constraints, we of course cannot put all districts in the game at launch, no matter how much we would like to.
Street Map for Alexandria, Downtown, Victory Beach, and Old Bradford
Street Map for Alexandria, Downtown, Victory Beach, and Old Bradford


Stage 1 of this development are the central districts, the heart of the city. We will be developing that first along the Northern Peninsula, followed by the Southern. The next group of districts are listed under Stage 2, only this time the growth will go from South to North, with the Southern Peninsula districts being added first, followed by the Northern. The plan is for Stage 1 to be complete, or nearly complete, by the time the end of 2018 rolls around. Districts will then be added with the regular updates, giving us plenty of growth in the years to come.

Stage 1 - Northern Peninsula

Stage 1 - Southern Peninsula

Stage 2

Please discuss this update here.

Stefan Zubal, Pam Farley, and 46 more people like this update.


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    1. BruceP - Chameleon Prime

      Can't wait! But 2 years. *sob*

    2. Unjust on

      I cannot wait to see what you have come up with. I know that I am not the best beta tester, but I will do my best to assist in making sure this game is the best it can be. Now I gotta find somewhere secluded to do the happy dance.

    3. Sean Malloy of Phoenix Rising

      You have to go into an alpha of a game _knowing_ that it's going to be broken. That's your job -- to help the developers find _where_ it's broken so that they can fix it. The game play is _going_ to be shitty, you're going to find things that crash you out of the game, you're going to run into things that work horribly or not at all. Having been part of a testing group several times, and having been a programmer for more than 30 years, one of the fundamental limitations of in-house testing is that you know how it's _supposed_ to work, and all too often, garden-grade testers will just make sure that things work when you do what you're supposed to do; they don't look at the features and say "What happens if I do _this_?" and try something off the wall. And when you don't get enough people doing that, you wind up with stupid oversights getting into the released product.
      If you go into the alpha with the understanding that you're _supposed_ to break the game, and that you're there not just to evaluate and provide feedback on the theming and effects, but to find the things that the developers missed because they're too close to the code, you'll be better equipped to see the alpha for what it is.

    4. Missing avatar

      Thunder on

      The biggest mistake players do is the desire to play the alpha of a game, which ends with them uninstalling it forever, never coming back.
      It seems to me the more they wait before an inexperienced "tester" (that can't stand still and wait the actual year of release) uninstalls the game, the better.

    5. Missing avatar

      Jeremy on

      The biggest mistake I see companies make is building and applying vast resources without first getting user input early enough in the process to make a difference. How soon will you be involving us to do testing and provide feedback? It seems to me the earlier the better.

    6. Missing avatar

      snate56 on

      Fall 2018. Any chance it will be November 30th?


      Cool! We'll get to visit the Midway with the first release!

    7. Tony Porter on

      This is starting to feel real! Great job! :D

    8. DeathSentry on

      Keep up the good work!

    9. Missing Worlds Media Creator on

      Depends on the perk. Each one has a different contact date, and for those who only pledged to the Lethal Weapon perk without any add-ons, their contact should be just after the new year.

    10. Randy Wilson on

      No one has contacted me about working on perks based on our donations. When does that begin?