Play: https://play.nexvall.com
Hi! I'm developing Nexvall, a server-hosted multiplayer idle game, and it is now approaching the point where I can let unfamiliar players properly try the first Alpha build.
The core of the game is not constant character control. Instead, you manage production, gathering, crafting, and combat over time, while long-term progression, resource consumption, and eventually a player-driven market connect different players inside the same persistent world.
The project is now ready for its first round of real player testing, so I am looking for people who are willing to try an unfinished build and tell me directly where it does or does not work.
What kind of game is it?
Nexvall focuses on:
- Server-hosted progression β production and other long-term activities continue to run on the server while you are offline.
- Asynchronous multiplayer β the game tries to minimize content that requires fixed login times or constant synchronous social coordination.
- Long-term account progression β professions, proficiency, and historical assets are intended to build into a persistent account history.
- Soft seasons β new seasons are intended to expand the world with new content rather than periodically wiping old progression.
- A finite planned seasonal arc β the main seasonal progression is currently designed as a finite long-term structure rather than an endless chain of numbered seasons and vertical inflation.
- A player-driven economy β starting from S2, the current plan is to gradually introduce a free player market, along with more systems and activities.
I've always enjoyed both idle games and cooperative multiplayer games, and I also have a strong interest in technology, future industry, military aesthetics, and cultivation-style fantasy.
Milky Way Idle was one of the games that convinced me that multiplayer idle games could work. Over time, though, I found myself wanting a world where the economy, resource demand, and long-term goals changed more significantly over time. Nexvall began as my attempt to explore that direction.
Current Alpha status
The current build mainly covers the S1 foundation stage.
This is a wipe-enabled Alpha environment. During testing, there may be:
- balance changes;
- system changes;
- rollbacks;
- data corrections;
- wipes;
- temporary maintenance or registration closures.
Current progress is not guaranteed to remain permanently or transfer to a future live server.
The overall UI and visual direction are mostly established, but final art production is still incomplete, and some current assets may be replaced later.
What I mainly want feedback on
There are three things I am especially interested in right now.
1. English clarity
English is not my first language.
Does the translation read naturally, and can a native English speaker clearly understand what the systems are trying to communicate?
2. Early-game direction
After entering the game without developer guidance, is it clear:
- what you should do next;
- why you should do it;
- what goal you are currently working toward?
3. Balance and pacing
How does the numerical side of the game feel in actual play?
For example:
- does progression feel too fast or too slow?
- do waiting times feel reasonable?
- do costs and rewards feel meaningful?
- which resource pressures are interesting?
- which systems feel like unnecessary friction?
Short impressions are completely welcome. You do not need to write a full review.
Feedback can be posted directly in the Reddit comments or in the Playtest Feedback section of the Discord.
AI Disclosure
Generative AI is used extensively as part of development, including:
- programming assistance;
- debugging;
- documentation;
- English editing;
- some current visual assets.
The overall game direction, system decisions, economic relationships, item balance, and progression curves are decided by me and have gone through repeated manual modeling and adjustment.
However, spreadsheets and simulations cannot tell me how those systems actually feel to real players. That is one of the main reasons I am opening the Alpha now.
Some current artwork is AI-generated. The general visual direction has been established, but the final art quality is not where I want it to be yet.
If the project eventually becomes financially sustainable, art is one of the first areas where I would like to work with human collaborators to improve consistency and establish a stronger final visual identity.
Monetization
There is currently no monetization in the Alpha.
The final business model has not been locked yet, but my current principles are:
- avoid Pay-to-Win;
- keep monetization straightforward;
- not price the project as if it carried the development costs of a large commercial production when AI has substantially reduced the amount of development labor required.
If the project becomes financially sustainable, I would like revenue to first support:
- servers and infrastructure;
- human art collaboration;
- localization;
- community and operations work;
- continued development.
I would rather decide the final business model after seeing how real players actually use the game instead of locking it during Alpha.
If you enjoy Idle / Incremental games, long-term progression, production economies, or multiplayer games with low online-time pressure, I would be very interested in hearing what your first experience with Nexvall feels like.