Sybirathia (the game)  will has some keep aspects to its overall planned creation.


  1. Intended to be a at its base a 3D virtual world and chat that will encourage social networking and opportunities for end users (gamers) to meet others, make new friends, and have a place to connect with established ones via their virtual personas (avatars) that can be customized, have user made content, and a free virtual home space location that can also be customized as the player chooses.

  2. To implement and provide more traditional non-linear game play options through various locations (scenes/zones) such as mazes, puzzles, player/teams vs, other players/teams in challenges such as arena style fights, racing, and causal gaming such as using in world arcade style cabinets as mini-games, visiting a movie theater with actual rooms and real movies streaming 24/7, survival/horror/adventure style game areas, resource gathering and building.


  1. When the end user starts the game they will come to the central hub called First Landing.

  2. Through First Landing, the end user will be able to access an assortment of interconnected locations (scenes/zones) with their own features such an assortment of mini-games, various challenges, and social venues such as virtual clubs.

  3. We will not limit an end user (player) to have to be a paid creator of content.

  4. If someone has the skill, the interest and the time to make things for the game they can at no added costs.

  5. All content made in this manner will be purely cosmetic (such as avatar customizing like clothing, animations, etc), to other content such as decorating up a free home location that can also be converted at any time into another social gathering of their choice.

  6. Any additional locations will be able to be purchase or sold through a shop/real estate location as user made content. Our goal will be to have some sort of preview and try before you buy so end users wont be stuff with inventory that may not quite be what they thought it was, but also allows a designer to also try on before publishing to insure the quality of their submitted content.

  7. All members will have full basic feature access from the start such as chat options (public, private and clan/invite) as well as ability to block/unblock unwanted conversations of their own will.

  8. Plenty of mini games and challenges will be added over time to overall game play as this project develops so the game is not all dress up, and have areas for real earning and real in game sports and combat options along with other venues.

  9. Volunteer developers are welcomed to help with this process of creation and suggestions are always welcome. Even various 2D and other digital art can be among volunteer content submissions.


By not being restricted with this type of game design to a particular story line or graphic novel style game, it becomes a truly non-linear with a wide range of options for end users as they are developed piece by piece and various environments are also created step by step and tested for their mechanics and functionality.




  1. PVP (Player vs. Player challenges).

  2. P2P: (Player to Player). While this is more an interactive feature between players as friends its still a form of Game Play. It will range form as simple as handshakes and relationship type gestures to even allow Friends to box or wrestle each other if they want. it will all come down to what is available over time as things develop piece by piece and is itself a bridge of the social interaction and the PvP options. 

  3. TvT (Team vs. Team challenges). This is self explanatory. A team of friends form to beat other teams to win challenges. As to the kinds of such games, its limited only to contributions.  

  4. SSE (Special Seasonal Events to grab some promo item or reward that is only accessible by participation in an SSE and cannot be bought or purchased into or later. In short all have a chance to earn the same stuff, but it does not mean everyone will necessarily succeed in scoring said temp or rare content or one time promo type things).

  5. ASG (Assorted Solo Games). Many now just call these Casual Games. Even in a social game environment, many want to just have a few games they dont need anyone else available to play. Something like resource gathering or mini race game might be more their speed. We will be including these over time and if some would like to volunteer in making them, we welcome them.

  6. Co-Ops: Unlike a TvT, a Coop is literally you and maybe a couple friends choose to go after a challenge and face off with something along the lines of fighting off minions and confronting a boss character rather than try and compete against another team.

If all you want to do is login, hang out, chat with people, jump on a dance floor, look stupid and have fun while looking stupid on purpose, with the above plans, that is really going to be up to you and an option for you as an end user. It's really the whole point of Sybirathia. A way to connect and stay connected with others and having just more options to do stuff and have fun without a bunch of hoops or nonsense.



THIS IS THE EASIEST PART. You play, participate and enjoy as you do things, discover things, create things, meet people, connect with people and just have fun doing the things here you find fun to do and if you want to give it a shot, volunteer with us to add more diverse things to do you think others might like.


Yes. There are plans not specifically listed here and will be additional features to expand upon the game when it is ready for official release. With the assistance of enthusiastic volunteers and building the community for Sybirathia this plans which are being kept largely confidential and between participating volunteer developers have been a concept from the very start.


  • User made content will also expand the inventories/shop features and contingent upon such submissions to help insure diversity of Sybirathia and reach a wider demographic by doing so.

  • You will get these gaming features as stated above over time as such things are added to assets and resources and we will seek to create additional opportunities both for out end users and content contributors.



  1. Currently we are welcoming others to help with the creation and development of some environments/locations. 

  2. Once these are ready and have been submitted as exported and installed packages for integration, Old Norse Game Studios will be programming everything and making sure things are connected properly and working as intended.
  3. Once this aspect of things is ready, a Demo version not yet linked to a server host will be able to be downloaded via a secured link so individuals can try things out and have a look around.
  4. We will then wait for their reviews and note of any glitches, bugs or problems as well as suggestions to make playing the game on their computers easy and enjoyable, and refine any aspects of the UI that p[resents difficulties or potential confusion on how to navigate and seek to further streamline it to make it as user friendly and self explanatory as possible.
  5. Based on all the above we will then seek to connect the game to a server host for testing registration, login and overall accessibility as a Beta stage development and again await end user reviews.


We will not project or announce a release date for the various stages. However we have outlined the steps that we will take at each phase of this project from demo, to beta and then a full release.


  • Our goal is have a demo ready within 2 months after the starter scene locations have been completed (each will take its own time frame and will depend how many volunteer developers are creating them for Sybirathia).

  • Once the coding of the Demo is completed at this stage, we will notify interested parties and seek them to test the demo for about 1 month and no more than 2 months max. This will also be contingent upon the number of volunteer testers and what they report so we can address issues. The demo will not have a functioning registration or login saved to a server but rather be encrypted data locally saved in the demo.

  • Following the fixes we will then move towards connecting the game to a server and discontinue the demo and instead release a Beta version that allows for registration and login, but financial transactions will not be connected or enabled in the Beta stage.

  • Pending reviews in a multiplayer setting in this Beta version we will gather notices and reports from the Beta Testers (end users) as with the previous demo and seek to further resolve bugs and apply fixes.

  • We will then temporarily shut down the game and begin integrating and testing financial processing features such as purchasing passes, making sure those work correctly as intended, recharges of spendable points and purchasing virtual goods, and intentionally try and break everything so we can fix it so end users won't have a risk of account and financial transactions hijacked or leaked, or overcharged for a in game purchase.

  • Once the accounting and Financial features are finished and ready to go live, we will announce the release date when everything goes live and comes out of Beta as a finished title and full release version of the game.


Rather than have paid for add-ons as extra charges to end users, we will apply such additions as updates. We will announce at least two weeks prior of plans for updates as NEW FEATURES COMING SOON keeping such things as a positive surprise for our end users. During such updates the Game will again be temporarily disabled so we can make sure there are no conflicts with the existing game, test for bugs or code errors  and then go live again and notify end users via email if they wish to receive notices in such a manner that the game is live again and ready to be enjoyed once more. What we will seek to avoid:


  • To avoid the frustration ans hassle for content creators for character avatars we will seek to preserve the avatars so as to prevent issues with created content such as clothing and accessories not properly fitting the models.

  • Instead we may include additional avatar option types as updated and new models as an optional selection that end users can then start making content for without having to sacrifice their older content or avatars. This way we honor our established members  without neglecting new ones, or neglecting established end users in order to attract new end users.

  • If such older avatars become "obsolete" in that less and less members are using them in favor of new and more advanced ones, we will notify everyone in game with signs and via email that due to the lack of regular users of older models we will move to remove them from access and usage and recommend they update their inventories. 

  • We will also preserve some of these older models as more or less virtual museum items as part of the history of Sybirathia while also giving end users reasonable amount of time to phase out content in their inventories for these older models and replenish them with new content.

  • This same process of phasing things out for new content will apply also to such as homes and decorations, vehicles, etc.rather than announcing a complete and sudden purge of old content which will also allow end users and content creators to take the reasonable amount of time (usually 3 months) to preserve their own content for their own personal archives and memory keepsakes (which is also important yo end users for their memories and reflections of their time with and in Sybirathia). 



One feature that will be preserved indefinitely and for the life of the game is Memorial Park. This location is to preserve names, images and a few video files of end users who have passed away in the real world (and verified as having actually passed away) so their names, avatars and memories will be preserved, and as such sponsored by end users. This also includes those hopefuls who have waited for the game and having sought of migrate from other past locations online and now inactive sites, but unfortunately Sybirathia was not available before this heart wrenching loss.

Reason for this inclusion:

  1. Members and would be members are also part of the history of this game.

  2. It is keeping a promise in itself to others made years ago that should this game become a real possibility such would be made.

  3. Many have stated that they miss their many my friends they had on (x) site/game that closed down, and often without notice ahead of time, and that if I knew that it was going to shut down and cease to exist  the would have kept better contact with them.

  4. From these now dead games and sites, many spread out with little to no means to inform others about the various social networks spread out online and fragmented among other sites that were more or less "alternatives" that they don't enjoy as much but have simply accepted as the only option they have. These posts are all over the internet in literally thousands of locations all expressing the same heartache and sense of loss.

  5. Another factor of this is it shows the real emotional connections people formed, make and seek even in gaming with fellow fans, or simply the staying in contact factor. This is seldom addressed or considered in real depth by other companies and their planned projects. 


Yes, games need to have fun things to do and interesting things to explore and try out. However, games also need to insure their community members can stay connected and if such after X amount of years is planning to shut down, close the doors and cease to exist, the end users need to be able to be informed and inform each other months in advance, not weeks or days.  So in conclusion, of this there are also benefits to this.

  • When there is a financial investment by end users, there also tends to be an emotional investment as well.

  • By providing a place for memories we are further honoring those emotional investments and instilling greater value to the game.

  • By also notifying people of financials issues with maintaining servers and as such a necessity to close down without incurring debt as an exist strategy it also gives end users a chance to collaborate in fund raising to preserve the game and keep it alive as long as there are those ready and willing to preserve it which in turn also helps and benefits the company itself.

  • It also informs the company they did a really good job by creating such a strong fan base, listening to the majority of end users, and gives the company time to consider possible alternatives that are mutually beneficial to end users/customers and the company.


We are not making a throw away, fly by night, disposable game. We do want end users to be able to have fun in the game, form real connections with their fellow end users, instill a deep sense of value for the game and this company and make sure the game can always have options and more potentials to be explored and potentially integrated to insure its expansions and longevity. That is also the spirit behind out Motto: We make the game. You make the community.  Its simple, direct and in many respects explains itself.