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Join the Resistance
Beyond the vertical slice

The long game

A subscription only makes sense if it keeps building something. This is what it builds toward once the Underhold's core loop is proven: standing cells, a place of your own, gear worth earning, and crafting worth doing with your hands.

01 — Guilds

Cells, not clans

The Underground was never one group — it's hundreds of cells that found each other. Guilds are how DIVIDEND gives that structure: a standing crew with its own roster, its own chat, and its own reasons to log back in tomorrow.

Roster & roles

Recruit, promote, and set who can do what — officer permissions without a spreadsheet.

Guild comms

A standing channel separate from zone and party chat — your cell, always reachable.

Guild halls

Once cells prove out, a shared physical safehouse — the furthest-out part of this vision.

02 — Player housing

A door that's yours

A corner of the Underhold the Trust doesn't know about. Instanced so there's always room for one more squat — and yours to fill by hand, not from a menu.

Instanced, never scarce

Your own space from day one — no waiting on a plot, no real-estate grind.

Placed by hand

Pick up, set down, arrange — physical VR placement, not a furniture catalog UI.

A trophy case that means it

Display gear and drops you've actually earned — a record of the fights you were in.

03 — Items & gear

Earned, not bought

Subscription covers everything — there's no cash shop selling power, and there never will be. Every weapon, every piece of plating, every stat point comes from a fight, a quest, or a station. That's the whole deal.

Gear that changes how you fight

Weapons, armor, and accessories with real stats — not cosmetic reskins of the same numbers.

Drop tables with intent

Tougher enemies and deeper zones drop better salvage — loot that tracks the risk you took.

A closed, honest economy

Direct player trading, no real-money trading — what the resistance loots stays the resistance's.

04 — Crafting

Ten plates a minute

The Scrap Blade loop is the teaser — loot, load a station, pull the lever. The full vision turns every district into a place worth gathering in, and gives one class a reason to never stop building.

Physical gathering

Mine, scavenge, climb for it — resources come from doing, not a harvest prompt.

More stations, more districts

Fabricator rigs, forges, field kitchens — different zones, different physical crafts.

Recipes worth finding

Blueprints discovered through exploration, not sold on a rack.

The Chef multiplier

Ten plates to everyone else's one. A fed guild fights harder than a hungry one — see Classes.

None of this exists in the build yet

Every system on this page is beyond v1.0. The vertical slice proves the core loop first — one zone, three classes, one crafting station. This page is where the subscription goes next, and we'll update it honestly as it becomes real instead of promising a date we can't keep.

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