After watching the new trailer, I’m still asking — is Buy Dune Awakening Solari U4GM an MMO, or something closer to a sandbox survival RPG? Because it seems to combine elements of both in a way that’s kind of unique.
The social and faction systems feel MMO-ish, with persistent worlds, PvP zones, and player alliances. But the trailer also showed single-player survival mechanics, deep crafting, and player-driven exploration — stuff you’d expect from Ark, Rust, or Valheim.
That dual identity might be the game’s greatest strength. It’s MMO-scale, but sandbox-focused. No classes, no theme park quest hubs. Just you, the desert, and what you can build, steal, or destroy.
I'm particularly excited about the base-building element. It looks like you’ll be able to create strongholds, defend spice fields, and maybe even build mobile harvesters. That screams long-term strategy. If it’s done right, it could result in some intense turf wars, especially if the economy is player-run.
The use of Unreal Engine 5 also suggests large-scale player interactions might be possible without sacrificing detail. Imagine siege warfare with hundreds of players, while a sandstorm rolls in and a worm rumbles beneath your feet. That's the dream.
But it’s a delicate balance. Lean too far into survival, and you alienate MMO players. Go too hard on MMO tropes, and you risk making it generic. Let’s hope Funcom knows what they’re doing, because the foundation looks incredible.
The social and faction systems feel MMO-ish, with persistent worlds, PvP zones, and player alliances. But the trailer also showed single-player survival mechanics, deep crafting, and player-driven exploration — stuff you’d expect from Ark, Rust, or Valheim.
That dual identity might be the game’s greatest strength. It’s MMO-scale, but sandbox-focused. No classes, no theme park quest hubs. Just you, the desert, and what you can build, steal, or destroy.
I'm particularly excited about the base-building element. It looks like you’ll be able to create strongholds, defend spice fields, and maybe even build mobile harvesters. That screams long-term strategy. If it’s done right, it could result in some intense turf wars, especially if the economy is player-run.
The use of Unreal Engine 5 also suggests large-scale player interactions might be possible without sacrificing detail. Imagine siege warfare with hundreds of players, while a sandstorm rolls in and a worm rumbles beneath your feet. That's the dream.
But it’s a delicate balance. Lean too far into survival, and you alienate MMO players. Go too hard on MMO tropes, and you risk making it generic. Let’s hope Funcom knows what they’re doing, because the foundation looks incredible.