Co-op crafting and survival for Meta Quest
CURSEDFORGE
Forge by hand in a world that remembers
Pre-alpha, in development
Hold the hammer. Feel the tool wear out. Build in a persistent world that keeps running on our servers whether or not you are logged in, and that answers to the people who live in it.
Physical crafting
Crafting is something you do,
not a menu you open
A tool is an object in your hands with weight and reach. Making a thing means working it through every stage at a real station, and the tool you used is worse afterwards than it was before.
Tools in your hands
A hammer is held, raised and swung. Where it lands and how hard is a thing you did, not a button you pressed.
Multi-step making
Ore becomes ingot becomes billet becomes blade. Every stage is a physical operation at a real station.
Wear and failure
Tools blunt, heat, and eventually break. Durability is a consequence of use rather than a counter that ticks down.
The server decides
Every outcome is resolved by the authoritative simulation. Your headset is trusted with exactly one thing, which is where your head and hands are.
Player-run worlds
Your world keeps running
when you log off
Worlds are persistent and hosted on infrastructure we operate, so nobody has to leave a machine on and nobody has to trust a stranger's server binary. What happens inside the world is yours to govern.
Persistent and hosted
The simulation continues while you are away, and the state is there when you come back.
You administer it
Membership, moderation, configuration and which packs are approved are all yours to set.
Protected by default
The authoritative server is not something a player runs, which is what keeps a world honest.
Built to be verified
The simulation is engine-free C# and is tested without a headset, because a bug you cannot reproduce headlessly is a bug you cannot fix.
The world
One source of heat,
and everything arranged around it
A molten core at the centre, fissures reaching out into every neighbouring zone, and the cold pressing in from the west. Where the lava runs is where the minerals are, which is why the mining is there.
The Molten Core
Black rock split by radiating lava fissures. The centre everything else is arranged around, and you walk it.
The Cathedral of Fires
An arched structure above the core with fire behind its opening. A destination rather than terrain.
The Ashen Fields
Grey-brown ash plains cracked by lava runs, where the core's heat meets the frozen west.
The Frozen Wastes
Ice and pale blue stone lit from within. Holds the Blue Chasm and the Gelid Mines.
The Cloud-Piercers
Dense jagged peaks around a lava channel that carries minerals in. The zone currently being built.
The Hoarfrost Spires
Snow-capped grey peaks standing as a frozen crown above the citadels they overlook.
The Dwarven Citadels
Walled, tiered holds built on the heat rather than away from it. Ironhold and King's Anvil.
The Forgotten Depths
A deep basin with no light of its own. The only zone whose art suggests absence rather than a resource.
Magic is a lineage you inherit and advance, cast with your hands rather than picked off a bar, and bound by the same authority rules as everything else.
The world is designed and partly built. The Cloud-Piercers are under construction now. This is what is being made, not a tour of finished content.
Modding
Mods come through
a door we test
Packs are loaded, transferred, hashed and registered by a public pipeline that runs on every push. A mod asks the server for an outcome. It never asserts one.
A public pipeline
The same tooling that validates our own content validates yours, and it is exercised by tests on every push.
Sandboxed by design
Mod scripts run in a Lua sandbox and reach nothing they were not explicitly granted.
Hostile until proven
Pack content is validated at the boundary. A mod cannot decide a craft succeeded, only ask.
Worlds choose their packs
A world's administrator approves what runs there. Nothing arrives without consent.
Roadmap
What is running,
and what comes next
Vertical slice
The authoritative server runs, persists a world across restarts, and a real headset joins it and sees pack-supplied art. This is where the project actually is.
Mining, tools and the crafting chain
Nodes that break down in stages, tools that wear from use, and the multi-step path from raw ore to finished gear.
Realms, magic and combat
The first zone and its instanced mine, the magic lineage, characters, melee and equipment.
Mod SDK and content
The public SDK and its documentation, persistence and operations hardening, and the content pass that fills the world out.
No dates, because we do not have honest ones. Phases ship when they are verified, and the devlog says what broke on the way.