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Since my time with Salem at the Paradox Convention last month, I’ve been preoccupied with all the possibilities this game has to offer. As I sat with Bjorn Johannessen and Fredrick Tolf, the heart & soul behind Seatribe, I was amazed by the sheer volume of great ideas they had for the upcoming sandbox title. Among the more prominent features of Salem include perma-death, terraforming, and skill-based progression.
At the time of our interview, Johannessen confessed that many of the game’s features were as of yet unrealized, but reassured me that I need not fear – their foundations were being set as we spoke. Ideally, Seatribe’s Salem should foster a community of cooperation and consequence; players must work together to sustain and protect each other. Now, the realists among us will shoot this down as naive and presumptuous – many MMO game communities are notorious for their inhospitality and immaturity. In any case, we’ll be hoping for the best, and I’ll be there at launch to lend my hand in settling the mytho-historical lands of colonial America.
And why not? It’s free-to-play.
Here is the official description of Salem:
Set in a fantastical New England, Salem offers free form Massively Multiplayer gameplay in a persistent, ever-changing, online world. Players take the roles of intrepid colonists from the Old World seeking to make lives for themselves in the New. The colonists are able to use a unique crafting, farming and building system inspired by 17th century alchemy.
Although Salem takes place in a light-hearted gothic setting with a charming and cute art-style, there is also open Player-versus-Player combat and permanent death. Players will also experience creatures based off actual colonist folklore like Squonks, Hidebehinds and of course witches in an open sand box world.