Who made this game?

Tale of Toast is being developed by two developers, Austin and Fredrik. We have been working on the game since January 2015.




  • Old school MMORPG combat system (see section below).
  • Huge open world in a single zone with towns, cities, forests, fields, winter areas, desert areas, volcanoes, mines, and dungeons instances.
  • Day/Night cycles which affects things such as quests and enemies.
  • Weather system.
  • Expansive spell system based around a spell tree.
  • Lots of character customizations and emotes.
  • Weapon and armour with varying quality and stats buffs.
  • Large variety of trade skills such as wood cutting, fishing, mining, smithing, cooking, etc.
  • Multiple instances with bosses.
  • Quests with main focus on quality over quantity.
  • Wide range of weapons and armour.
  • Duelling between players where you can chose the stakes of winning and losing the fight.
  • Play with your game controller.
  • Guilds.
  • Big variety of pets.
  • Many different mounts.
  • Large amount of unique enemy types.
  • ... and much more.
  • Trade Skills
    We currently have the following trade skills for you to excel in:
  • Mining
  • Botany
  • Fishing
  • Blacksmithing
  • Carpentry
  • Cooking
  • Alchemy
  • Skinning
  • Paring

  • General Rules

    The combat system is a mixture between real-time and strategy. When you initiate melee combat with a player or enemy, both players are locked for three rounds of fighting before they are able to run or stay fighting. Rounds are handled automatically by the game, and the decision you as a player have is what type of combat stance you want to fight in during the fight. Spells and Magic are real-time, which means you can for example shoot an arrow at an enemy and then attempt to kite them.

    Player versus Player

    You can initiate combat with other players throughout the entire world (within set level ranges depending on the area), with the exception being the starting zone where you cannot fight with other players. There are however guards in cities and towns who will stop brawls between players.

  • You can only initiate combat with players that are either above your combat level, or a maximum of three levels below your combat level (the levels below you can attack goes up depending how contested the area is).
  • Your combat level is calculated based on an average of your combat skills.
  • Attacking a player who has not attacked you in the last 15 minutes, means you get a skull above your head for 30 minutes.
  • If you kill another player with a skull, they will drop their equipped items and inventory.
  • If you kill another player without a skull, they will drop their inventory and a randomly equipped item.
  • Melee Combat

    When fighting monsters, any amount of players can join in on the melee fight, but when two players are fighting each other through melee then no other player can initiate melee combat with either of the two players before they break up the fight. Other players are however able to provide assistance in the form of ranged or magic spells.

    Ranged Combat

    To shoot at a player or monster you need a ranged weapon (such as a bow), and the required ranged ammunition (for example arrows). Ranged combat is great if you are playing in a party with a melee fighter, as it means you can shoot at the same player or monster that the melee fighter is currently fighting.


    Using Magic together with a melee fighting friend is a great combination as it allows you to use magic spell on the players or monsters that the melee fighter is attacking, or to heal/buff your party member. You gain magic points by using magic, which then allows you to place magic points in a spell tree. Perhaps you want to focus on gaining more powerful healing spells, or attack spells from subtrees such as ice or fire?

    What will it cost?

    The game will be free to play, and Never "pay to win". You can purchase in-game items and features, but none of it will grant another player advantages over somebody who has not paid.

    Examples of in-game purchases:
  • Armor, Weapons and Items which are only for visual appearance.
  • Adding visual improvements on standard items, weapons and armor (such as glowing effects).
  • Additional character customizations and renaming current character.
  • Certain Guild features (such as being able to customize titles).
  • Pets that cannot be aquired through NPCs or drops.
  • Extra character slots.

  • System Requirements

    CPU: Intel i3 or equivalent.
    RAM: 2GB
    Graphics: Intel HD Graphics 3000 or equivalent.

    CPU: Intel i5 or equivalent.
    RAM: 4GB
    Graphics: Intel HD Graphics 4000 or equivalent.

    Dancing near Abandoned Fortress