Mirage is a skill-based game that lets you tear your enemies limb from limb with destructive magic and melee combat, while wielding complete control over every slash and spell.
Development on Mirage began in spring 2014, and then spent about a year in the concept and early design phase.
The Mirage Closed Public Alpha began in September. You can register for the Alpha now. There will be a brief Beta in 2017, followed by the full release of Mirage.
We’ve created our own unique magic fantasy setting in Mirage with ancient Persian and Arabic influences. The conflict of the world is about magic itself – who should wield it, and how should it be harnessed? We’re excited to reveal more about the world of Mirage in the coming months.
There are six classes in the game, about which we’ll be revealing much more information as we get closer to launch. The classes (shown in the shareable “death scream” images on the main page) are:
Vypress – An elusive and agile assassin that uses her mobility and speed to cut foes down
Alchemancer – Powerful mage that relies solely on the devastating power and capabilities of his magic
Taurant– Hulking brute that excels at melee and uses his size and physical strength to dominate enemies upclose
Tinker – Defensive trap specialist that uses her cunning and wit to defeat larger opponents.
Viglist– Stalwart defender that supports her teammates with her control over the battlefield and knockaround capabilities
Entropist – Staff wielding hybrid that has a magic carpet and a mixture of offensive and support capabilities
Each class, on each team, has a unique personality and customizable appearance.
There are two factions to play as in Mirage.
The Bashrahni Emirate represent the elite of their civilization, wielding the magic of the “Jinn” as a tool for power and industry. They dwell in the grand city of Bashrahn, with its opulent palaces and fine markets – and believe that magic can corrupt the mind and body if used in excess.
The Azar Cabal live as outcasts in the desert, cast out from the city due to their communion with the source of magic – the spirits of the “Jinnaye”. They disagree with the Bashrahni for using magic in the name of power and production; instead, their connection to the Jinn is far more spiritual, and less constrained.
Both sides are engaged in a civil war over the control of magic resources, as well as philosophical arguments around the use of magic. We’ll see how this conflict plays out in the battles of Mirage.
At the centre of Mirage will be a variety of Objective modes. You will work with your team to steal ancient magic artifacts and assault opulent palaces or bustling market bazaars, through an interconnected world where every location tells a story. There will be other classic multiplayer game modes as well. We’ll be revealing much more about Mirage in the remaining time before launch later this year.
Yes milord! If you enjoyed Chivalry’s tone, you can expect more of the same in Mirage.
The planned release is 2017. Stay tuned and register for the Alpha to stay up to date with the latest info.
As a studio we needed to try something different for our second game – we have a team of extremely talented, creative people that need an outlet for their abilities. First and foremost, we were just really excited by the idea of Mirage. At the heart of the game is the idea of doing for magic casting and ranged combat what Chivalry did for melee in video games. The initial brainstorms for our second game led us in a distinctly magical direction that was the best fit for a totally new project.
Mirage shares much of Chivalry’s DNA of intense first-person melee combat with a high level of control and precision over your attacks. With melee action expanding to various ranged uses thanks to magic abilities and projectiles, the variety of combat possibilities has been expanded massively – but the tactile feeling of obliterating your enemies into small pieces is more present than ever. Mirage, like Chivalry, is about challenging players to take full control over brutal combat abilities – but the playing field has become much more diverse.
We currently plan on pricing Mirage at $29.99 USD on Steam. It will not be a free-to-play game. $30 and you’re done.
Absolutely. Chivalry’s exchange-based melee combat is at the core of Mirage’s design. You can still “drag” attacks, block, parry, combo, riposte, etc. Weapon attacks are still registered through tracer paths. The ability-based magic abilities that Mirage adds on top of this core design allowed us to create a game with even more deep mechanics than Chivalry. Crucially, you can even block (or dodge) ranged-based magical attacks. As such, Mirage’s brand of arcane warfare feels like an intense melee sword fight from 20 feet away.
Your mom won’t like this game. You’ll experience the thrill of fantastic battles with an ultra-satisfying, dynamic gore system as limbs fly, blood gushes and heads are dismembered in cathartic, joyful destruction. So yeah, lots of blood and gore.
Our current focus is the Windows version of Mirage on Steam. We’ll let everyone know if plans for other versions of Mirage become official.
Unreal Engine 4.
You’ll be able to find the battlefield of your choice with a new matchmaking system or classic server browser.
The game will ship with a variety of free customization options for your characters in-game. We cannot confirm Steam Workshop support at this time.
Mirage will feature a rewarding progression system that will see you ranking up your player level. We’ll have more information on that in the future.