What if your survival game was secretly judging you?
That’s ORBRYN.
I used Seedance 2.0 + a custom AI-assisted trailer workflow to turn raw generations into a sci-fi thriller trailer with real pacing, shot selection, trims, transitions, and score.
This is the closest the game has ever felt to real.
ORBRYN is a survival RPG about progression, betrayal, and ascension inside a world that is testing you. Coming very very soon.
Watch with sound
#seedance #ai #movie #trailer #gaming #mmorpg #survival
If you care about the Solana ecosystem, start paying attention to the teams still building.
Not the loudest projects.
Not the trendiest projects.
The ones shipping every single day while nobody is watching.
We've posted development updates for ORBRYN every day because we're building a real product, not vapor.
The market eventually catches up to execution.
Early look at ORBRYN's Drop Tables.
Search creatures, browse loot pools, and see drop chances before heading into the frontier.
Inspired by all the hours I spent on RuneScape Wiki growing up.
Building the tools I'd want as a player.
#gamedev#indiedev#mmorpg
Early look at ORBRYN's Highscores.
Tracking total level, combat, PvP, wealth, and every individual skill.
Still a work in progress, but seeing progression represented outside the game makes the world feel a lot more alive.
Also we have guides, drop tables
Small detail, big difference.
Finally got cloak physics feeling believable in ORBRYN.
Movement sells weight, speed, and direction more than most people realize.
Built with a lot of iteration, testing, and some help from Claude Opus 4.8 for animation tuning.
Starting to feel alive.
#claude #opus #mmorpg #cloak #threejs
A boat changes everything.
The shoreline is no longer the edge of your journey. You can sail farther from the Dome, reach unexplored waters, and fish where few players are willing to go.
Still early, but I'm excited about the possibilities this opens up for exploration, fishing, trade routes, and future content across ORBryn's waters.
#ORBRYN #MMORPG #IndieDev #GameDev
@cottonxbt shouldve supported the projects... and not chase the shit coins. cant blame em though, when the algorithm kept showing pnls of 100+ sol, so people migrated. cringe KOLs and pumpfun supporting them because they made them money.
Imagine just logging into ORBRYN, and collecting some $ORBRYN by participating in activities like gathering wood, stone, fish or even killing mobs. Every unlock (there will be 6 unlocks), for 72 hours there will be a limited supply available for anyone to secure just for playing.
GM
Still mocked data for now, but this is the direction I want ORBryn’s in game market experience to go.
Not just a basic listing page. Real item history, floor tracking, active offers, SOL to USDC conversion, volume movement, market psychology, and eventually live player driven economies tied directly into gameplay.
The goal is making item trading feel intentional and believable instead of just another static NFT screen.
Every system in ORBryn is slowly moving toward one connected world: play → gather → trade → extract → sell
Built for actual MMO economy behavior, not just speculation.
Started off as a mobile dev.
Now I spend a lot of time orchestrating AI systems inside WAGUS while building ORBryn — teaching agents how to actually execute against a vision instead of assuming they “just know.”
One example:
I’ve been teaching AI how to make MMO gathering animations for mining, woodcutting, and fishing… even though I’m not a traditional game dev.
Not with:
“make it better.”
But with:
reset clip → step frame → tune bones/weapons → verify loop → repeat with findings.
Breaking every animation into phases:
ready stance → draw back → strike → impact → rebound → recover → idle.
That’s the shift I think a lot of people miss with prompting.
The leverage is not asking AI for magic.
It’s building the structure, sequencing, validation loops, and visual feedback systems around it.
The studio visualization loop changes everything.
#AI #GameDevelopment #AIOrchestration #MMORPG #WAGUS #ORBryn