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Pre-production concept art — The Slums.
Dispatch — The Slums

Dividend

A cooperative sci-fi VR MMO for Quest 3 and SteamVR.

Fight with your hands, build with your crew, and progress together in a persistent resistance world. The Win64 game and Editor now compile; headset, Meta-source, and interactive-play validation are next.

Win64 + Editor Compile Desktop Network Smoke Quest 3 + SteamVR Target

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Founding access — Quest 3 & SteamVR. No date yet. We'll tell you first.
Cooperative PvE·Cross-platform·Subscription, no P2W

"Every checkpoint a toll. Every requisition a taking. The Combine doesn't call it theft — it calls it a quota. We're done paying it."

Latest build intel

What changed

Read the status report →
Build

The project compiles

The Win64 game target and Editor compile and link on stock UE 5.6.1. That is development evidence, not a headset-ready release.

Network

A real login smoke test

A local editor-hosted server accepted a development client, completed its character path, and applied a level-one DPS profile.

Authority

Failure paths are tested

Automation covers teleport rejection, melee dedupe, one-time class selection, and server-issued quest offers before those systems meet real players.

Onboarding

Tutorial to Slums

Development maps now outline the opening onboarding-to-resistance handoff, with the first route assembled around the Tutorial and the Slums.

The Meridian Combine bought what was left of the old order and called it stability. Down here in the Slums, we call it what it is.

Concept art of Ash Market along the Flood Spine, with market stalls, concrete channels, bridges, and rooftop routes.
Concept art — Ash Market, The Slums.
Ash Market · The Slums
Transmission 04 · Slums Relay
They raised the quota again. Third time this cycle. Tinker says half the block hasn't eaten in two days. We eat tonight anyway.
Transmission 09 · Industrial Basin Defector
The Combine doesn't call it a wall. They call it the Lift Gates. Ask the Wasteland how managed it feels.
Transmission 13 · Meridian Crown Intercept
Overheard on the executive floor: "the numbers don't lie." No. They just never add up in our favor.

How it plays

See how it plays →
Combat
Swing and fire
Physical melee where speed is damage, plus button abilities — in the same fight, so a raid never becomes a workout.
Crafting
Made by hand
Loot the scrap, work the station, pull the lever. Crafting is something you do, not a menu you click.
Comfort
Move how you can
Teleport, snap turn, vignette, seated mode — all switchable mid-session. Comfort is taught before combat.
Scale
A real crowd
Shared zones designed to feel populated, with cross-platform play and persistent progress as validation targets.

Four kits, one future slot

See all classes →
Tank
Vanguard
Front of the line. Sentinel Corps breaks on you first.
At Launch
Healer
Medic
Keeps the resistance breathing when the Crown shoots back.
At Launch
DPS
Striker
Where the Combine's numbers start going down.
At Launch
Mage
Concept Stage
Rewrites the rules Meridian's code runs on. Kit not yet designed.
In Development
Chef
Provisioner
Ten plates a minute. A guild eats, a guild survives.
Kit Designed

Four zones. One war.

Explore the world →
Concept art of a crowded resistance district beneath a fortified Meridian checkpoint.
Launch zone — The Slums.
Home. The resistance's oldest foothold.
Concept art of Meridian Crown rising above the lower city.
Concept art — Meridian Crown.
Glass spires where the Combine never sleeps.
Concept art of the Industrial Basin’s refineries, freight routes, pipes, and stacked traversal.
Concept art — Industrial Basin.
They build the machines that keep us small here.
Concept art of the Wasteland Outskirts beyond the Lift Gates.
Concept art — Wasteland Outskirts.
Past the wall, past their maps, past their rules.

Built in the open

DIVIDEND is in active pre-alpha development. No shortcuts, no vaporware promises — just an honest look at where we are.

Implementation Written · Validation Next
See full roadmap →

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