The end of scripted worlds.
The beginning of a world that remembers you.
Project Oath was designed to solve all six simultaneously — not patch one while ignoring the rest.
Failure 01
Quests are hand-authored story paths. Once players exhaust them, the world goes silent until a developer writes more.
Project Oath: Five AI agents generate events, crises, and history continuously — no developer input required after launch.
Failure 02
Reactive scripts that wait for player input, remember nothing, and own nothing. Every conversation resets.
Project Oath: Every NPC is an ERC-8004 agent — persistent memory, LLM-driven reasoning, genuine asset ownership.
Failure 03
Developer-tuned prices that don't reflect real supply and demand. Exploits are inevitable. Markets feel fake.
Project Oath: The Economy Agent tracks every transaction in real time. Prices and scarcity emerge from behavior — never set by a developer.
Failure 04
Publishers spend hundreds of millions on expansion packs just to keep worlds alive between developer releases.
Project Oath: A world governed by AI agents never goes static. There is no content gap to fill. No DLC. Ever.
Failure 05
Player actions rarely leave lasting consequences. History doesn't stick. The same dungeon resets. The same NPC forgets.
Project Oath: The world accumulates a permanent geological, political, and social record. Nothing resets. History is real.
Failure 06
Guilds and factions are scripted states with fixed power — not emergent outcomes of actual player and NPC behavior.
Project Oath: Faction power is an emergent outcome. The Events Agent monitors behavior and triggers lore-consistent political shifts — without scripting.
Project Oath is built on two inseparable systems — a multi-agent AI that governs the world continuously, and living NPCs that think, remember, and act autonomously. Neither exists without the other.
Pillar I · World Simulation
Five specialized AI agents — Economy, Weather, Ecology, Geology, and Narrative — run the world continuously. No developer scripts the content after launch. The world generates its own history, lore, and crises in real time.
Pillar II · ERC-8004
Every NPC in Project Oath runs as an ERC-8004 agent — a persistent, on-chain entity with genuine memory of player interactions, faction loyalty, and autonomous ownership of in-world assets. Every subscriber is remembered.
"Players do not play in the world —
they shape it."
Project Oath runs on a single shard per region. Every player inhabits the same world, shares the same economy, and lives through the same history. There is no critical path. A player can spend their first month trading ore, building faction alliances, following an NPC merchant's fortunes, or fighting in PvP arenas. All of it is the game — simultaneously. Every player's experience is genuinely non-linear and unrepeatable.
Economic Power
Players control supply chains, corner rare materials, and move markets. A single guild that monopolises a region's ore production can dictate prices across multiple empires. Every other player — and every NPC — feels the consequence.
Reputation & Relationships
NPCs remember every interaction permanently. Help a merchant survive a drought and they become a lasting ally. Betray a faction leader and that reputation propagates across the NPC network. Who you are is built through action, not character selection.
Political Influence
Players hold faction titles, govern territories, and run for political office. The political map is an emergent outcome of player behaviour — alliances form, wars start, and territorial borders shift based on what players actually do.
Permanent World Legacy
Player actions leave marks that outlast each session. A destroyed biome, a collapsed trade route, a historically significant battle — all logged permanently by the world historian. Players become part of the world's recorded history.
Combat & Faction Warfare
Ranked arenas, open-world PvP, and instanced raids all feed into faction standing and territorial control. A victory in open-world combat can shift a region's political balance. Combat is meaningful because the world it takes place in is genuinely alive.
Offline Presence
Player characters run as ERC-8004 agents when logged off — gathering resources, trading on standing instructions, and patrolling territory. A player's influence on the world continues even when they are not actively playing.
There is no class selection at character creation. The weapon you equip defines your identity, your abilities, and your role. Swap weapons — swap who you are.
No class selection. Your equipped weapon defines your identity, your abilities, and your role. Six archetypes at launch — each with a distinct mechanical identity and advanced techniques discovered through play.
Greatsword
Slow, powerful sweeps with massive poise. The foundation of frontline play — trades speed for dominance in a zone.
Dual Blades
High-speed combo chains with aggressive repositioning. Rewards continuous pressure and animation-cancel mastery.
Staff
Mid-range elemental projection and AoE. Requires positional discipline — power scales with distance management.
Bow
Long-range precision built around movement-based kiting and charged shots. Punishes overextension from a distance. Unforgiving to master.
Spear
Range control and zone denial. Keeps enemies at distance with thrusting combos and sweeping arcs — punishes overaggression before it lands.
Bracers
Close-range brawler with rapid strikes and armor-break chains. Built around counter-attack windows — punishes aggression at point-blank range.
No tab-targeting. No cooldown rotation. Skill is expressed through positioning, timing, and weapon mastery.
Dodge-Cancel System
Any animation can be cancelled into a dodge roll, creating a deep movement layer that separates novice from expert play.
Interrupt Windows
Most abilities — NPC and player — have readable interrupt windows. Recognising and exploiting them is core to high-level play.
Positional Play
Attack cones, backstab multipliers, and AoE shapes reward spatial awareness. Every fight is a question of geometry as much as timing.
Stamina Management
Dodge rolls and defensive skills consume stamina. Managing resources under pressure is a combat skill in itself — not a background stat.
Crafted signature weapons are modular. Components can be exchanged to modify ability sets, damage types, and passive traits — permanently defining your individual play identity. No two signature weapons are identical.
Signature weapons are the primary driver of player-to-player marketplace activity. The economy feels the weight of every crafting decision.
One weapon system serves all content modes — ranked PvP arenas, open-world faction conflict, and instanced raids. No split meta. A weapon mastered in PvP is the same weapon used in raid content.
A 9-year, 5-phase build — each phase unlocking the next layer of the world simulation. Phased revenue from subscriptions and the Founder's Pass funds every subsequent stage, reducing dependency on a single large raise.
2026 – 2027 · Phase 1
Raising $500K pre-seed to build the three proof-of-concept assets — ERC-8004 NPC prototype, UE5 combat vertical slice, and GDD. Seed round of $3M closes by end of 2027 after live NPC demo, playable combat build, and 1,000+ Discord members. First full-time engineering and AI hires join. Economy Agent goes live.
2028 · Phase 2
$15M Series A raises on demonstrated NPC stability and all simulation agents integrated. A 25–50 person team builds toward internal alpha. Weapon crafting, marketplace v1, and all five world agents run simultaneously for the first time.
2029 – 2030 · Phase 3
Closed alpha opens exclusively to Founder's Pass holders — the only way to play during this phase. Full world simulation runs live for the first time with real players. Series B preparation begins.
2031 – 2032 · Phase 4
Public subscription launch. Player base grows from ~20K to ~33K. $500K MRR target by end of 2032 — $6M subscription ARR. The world is generating its own history, politics, and crises continuously. Press and influencer push begins in earnest.
2033 – 2034 · Phase 5
Full public launch targeting 200,000–500,000 registered players. ~120K subscribers generating $21.6M subscription ARR plus marketplace fees by end of 2034. On-chain ownership layer activates. The world runs itself — entirely.
Overture Dynamics was built on a single conviction: the MMO genre has stagnated because its worlds are scripted. Every dungeon, every NPC, every weather event — authored by a developer, replayed in a loop. Players don't inhabit a world. They perform inside one.
We're building a world governed entirely by AI agents. The economy finds its own equilibrium. Biomes deplete and recover. Geological events reshape geography. NPCs build genuine relationships with players across years of play — because they actually remember.
Project Oath is our flagship title. It is also our proof-of-concept for the ERC-8004 standard — the foundational architecture for truly autonomous, on-chain NPC entities. We believe that standard will outlast any single game. The world doesn't need scripting when it runs itself.
Play. Own. Evolve.
Available pre-launch only, capped at 10,000. The Founder's Pass grants three things: closed alpha access — the only way to play during Phase 3 (2029–2030); a permanent subscription with no monthly fee, ever; and in-world recognition as a founding member of the world's history. You don't just play the world. You are part of it.
Capped at 10,000 passes worldwide. Pre-launch only. Never offered again.