Dividend
Gameplay Classes World Story Vision Roadmap FAQ
Join the Resistance
How it plays

Fight with your hands

DIVIDEND is a cooperative VR MMO — no PvP, no pay-to-win, no tab-targeting. You swing, you block, you hold a role, and you do it shoulder-to-shoulder with a squad in a world that stays where you left it. Here's the moment-to-moment.

01 — Combat

Hybrid, not exhausting

Gesture-only combat wears your arms out in half an hour. Buttons-only throws away the whole reason you strapped on a headset. So DIVIDEND does both, in the same fight.

Swing it

Physical melee

Real swings land real damage — and speed is damage. A gentle tap won't cut through corporate plating; a committed swing will. Turn your wrists in to block and catch a hit before it lands.

Fire it

Button abilities

Your class kit fires on a press — taunts, heals, burst cooldowns — so a long raid never becomes a workout. Physical and button attacks resolve in the same encounter, on the same enemy, at the same time.

A fight needs all three

DIVIDEND is built around the co-op trinity. A three-person squad against a Trust checkpoint visibly exercises every role — pull one out and the fight falls apart.

Tank holds

Draws the aggro off the squad and physically blocks the hits meant for everyone else.

Healer mends

Keeps the party breathing and revives from field triage — without ever leaving the fight.

DPS breaks

Spends cooldowns and closes distance — where the Oligarchy's numbers actually start going down.

Meet the full roster →
02 — The systems under the hood

Built to keep you here

Comfort first

Move how you can

Teleport, snap turn, smooth locomotion, vignette, seated mode — all switchable mid-session. The 90-second onboarding teaches comfort before it teaches combat, so nobody's forced into the nauseating option.

Spatial voice

Hear the block

Proximity voice chat is positional — a squadmate to your left sounds like they're on your left, and a stranger's whisper fades as they walk off. Text and gestures for anyone who can't or won't mic up.

Cross-platform

One world, two headsets

Quest 3 standalone and SteamVR players share the same servers and see each other's hands and heads. The community doesn't get split by hardware — the Underground needs everyone.

Progression

It sticks to your bones

Kills and quests earn XP; leveling grows real stats. Enemies drop gear you equip to change how you fight. Your character — class, level, loot, quest progress — persists across sessions and server restarts.

Living world

Crowds, not lobbies

The netcode is built for 100+ players in a single zone from the ground up — server-authoritative, with client prediction so it stays responsive. A resistance is supposed to feel like a crowd.

Quests

Real work, not busywork

The Underhold's opening chain reads like veterans handing a recruit real jobs: take back stolen salvage, clear the patrols hunting the tenements, walk a courier route under their checkpoint, bring the gate down.

03 — Crafting

Make it with your hands too

Crafting isn't a menu. You physically work the station. The first thing the Underground teaches you to build is a Scrap Blade — five real steps, no spreadsheets.

01
Loot the scrap

Trust patrols carry salvage that was ours first. Take it back off their drones.

02
Pull it out

Reach into your kit and physically withdraw the material you need.

03
Load the station

Set the scrap into a fabricator rig the resistance welded together from salvage.

04
Pull the lever

Grip it, hold it — a few seconds of anticipation while the rig works.

05
Take the blade

A real upgrade over your starter weapon — earned, not bought.

The vision

The Scrap Blade is the teaser. Full crafting arrives with the Chef — a Quartermaster who works the same physical stations at ten times the output, because a fed guild fights harder than a hungry one.

04 — The long game

Where it's headed

The vertical slice proves the core loop. These are the pillars the subscription pays to keep building — arriving after launch, in the open. No dates we can't keep.

Post-launch

Guilds

Standing cells with their own chat, roster, and reason to log in tomorrow.

Post-launch

Player housing

A corner of the Underhold that's yours — decorate and store it by hand, in VR.

Post-launch

Raids

High-coordination strikes on corporate targets — the Trust makes a natural boss.

Post-launch

World events

Corporate incursions that pull 20–50+ players into one fight over a zone.

See the full vision → See the full roadmap →

This is the game we're building in the open. Get in before anyone else.

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Dividend
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DIVIDEND is in early development. Built in the open. Cooperative VR MMO · Quest 3 & SteamVR · Subscription, no microtransactions