The riven watchtower of Hollowmarch

Hollowmarch — a survivor MMO you don't play alone

The Fen Remembers

The causeway is breached. The wardens are too few. Whatever stirs beneath the fen sends its husks against the last standing march — and someone must hold it.

How it plays

A survivor game you don't play alone

Hollowmarch fuses the classic MMORPG with the survivor genre. Where most survivor games are a solo grind, this is a shared world — every class can stand on its own, but the toughest content is built for a party, where classes lock into synergies solo play can't match.

Events

Open, drop-in wave battles anyone nearby can join — up to eight players at once, for as long as the event runs. They're how you level: clear the waves and walk away with XP, gold and loot.

Dungeons

The real test. Procedural and built for a party of four, each run strings together rooms of escalating waves. Clear a room and your group votes on the path ahead — some rooms carry modifiers that raise the danger and the payout in equal measure. No group? The dungeon finder matches you into a balanced party whenever it can.

The World

A march at the end of its strength

Hollowmarch is the last garrison on the causeway — a strip of drowned road between the living lands and the Fen. Every night the Maw below turns over in its sleep, and every night the husks come up with the mist. Take a warden's oath, pick your trade, and hold the line with the others until dawn or until it takes you.

The Trades

Three ways to hold a line

A Shieldbearer in plate with a sword and a cross-marked tower shield

Shieldbearer

Plate, tower shield, and the stubbornness to stand where the tide breaks. When the warband hits the gate, you are the gate.

A Duelist crouched with twin daggers drawn

Duelist

Twin blades and no patience for sieges. The swarm has a shape; somewhere in it is the thing calling the others. Go end it.

A Mender with a runed staff slung across the back

Mender

Runes, wards, and the nerve to work them with husks at arm's reach. Wardens fall. You decide which ones get up again.

From the causeway

Seen with your own eyes

The fen village at night: Warden Hesk and Elder Sallow near the gate, an event beacon burning in the dark
Nightfall over the fen — the Herald's beacon burns, and the wardens count the minutes it has left.
A warden standing before the glowing portal into The Fen Depths dungeon
The Fen Depths open for those who dare the descent.
A warden surrounded by a swarm of skeletal husks in the combat arena
Wave one. The husks don't knock.

The Depths

What the fen sends up

Below the causeway lie the Fen Depths — flooded hollows, bone galleries, a sunken crypt nobody sealed properly. What lives down there comes up in waves, and the wardens have learned to name them: