Mobile first now. PC and VR later.

A MOBA without the old MOBA pain.

MUTERRA keeps team fights, roles and map pressure. It cuts the old friction: overloaded hero kits, shop homework, fixed camera angles and toxic chat.

5v5 team fights ~20 min target match 2 skills per hero Seed Drum instead of shop builds Mobile first PC / VR later
Watch playtest footage
Gameplay systems visualization. Final in-game visuals are in active development.
What changes

Lower entry. Real strategic depth.

You learn one shared pressure system, then master timing, roles and map decisions. The complexity moves from memorising builds to reading the battlefield.

Seed Drum

One drum: plant, hatch, send

Every hero uses the same seed interface, so new players learn pressure once.

Growth

Instant or hatching

Some seeds answer now. Others create a timed objective both teams can attack or protect.

Purpose

Each creature has a job

Siege, escorts, ranged pressure, hunting and defense all come from the same readable system.

Communication

No open chat chaos

Team intent is routed through the companion layer, so coordination can stay tactical instead of toxic.

Artifact loop

No shop homework.

  • Choose artifacts before the match
  • Enter with a readable plan
  • Use tactical tools during combat
  • Grow account value through play
Parasite loop

Power is a trade.

  • Take strength with a drawback
  • Build around enemy behaviour
  • Stay stronger during the current life
  • Make death reset meaningful progress
Aim. Read. Dodge.

Real projectiles. Real misses.

Shots travel through space. You can dodge them, use distance, break line of sight and read a fight without a locked top-down camera.

  • Ballistic shots instead of invisible hits
  • Manual dodges and readable travel time
  • Camera angle built for mobile visibility
Third-force pressure

Bosses are part of combat.

Large creatures force teams to leave the lane, rotate together and fight for objectives. A boss should change the next minute of the match, not sit outside the battle.

Seed economy

Grow pressure instead of buying power.

Seeds are the shared language of pressure. Plant, protect, hatch and send creatures instead of stopping mid-match to study a shop.

Seed Drum

Plant, hatch and send creatures.

The drum is the shared control for creating pressure without learning a shop build.

Hatching

Hatching creates counterplay.

Fast seeds answer now. Maturing seeds create defendable objectives and counterplay.

Siege unit: Crystal Head A grown creature built to break towers and force defenders to answer.
Seeds have jobs

Choose what kind of pressure the team needs.

The same seed system can produce siege pressure, escorts, ranged attackers, hunters or defenders. A grown unit should force an immediate answer.

Pink mist growth zone Hatching here can take longer, consume local capacity and produce a larger unit.
Living terrain

The map changes how your creatures grow.

Pink mist is territory with gameplay weight. A unit that hatches there can take longer, consume more local capacity and become visually stronger. Territory turns biology into a strategic choice.

  • Growth zones with local modifiers
  • Capacity that can be consumed
  • Stronger visual reads for enhanced hatching
Artifacts

Prepare before the fight. Adapt during the match.

Artifacts replace shop noise with pre-match choices and in-game discoveries: seed generators, protection tools, deployed units and body upgrades.

Loadout and upgrades

Some artifacts improve the hero.

Speed, stamina, regeneration, protection and built-in bonuses are chosen before the match, not bought in the middle of a fight.

Generators and deployables

Some artifacts build pressure.

Mini-farms, seed generators, robots and deployed tools can create resources, units or local pressure during the match.

One lane. Five jobs.

The center is only one part of the war.

The center is the visible front, but not the whole match. Each hero starts with a job that pulls them toward a different part of the map.

Center damage

Destroy the frontline tower.

Damage stays on the central artery, wins trades, clears pressure and turns openings into tower damage.

Center support

Keep the push alive.

Support protects Damage, controls tempo, covers mistakes and keeps the center pair functional.

Top hunter

Cut bodies for extra seeds.

Hunter is strong against wild monsters: chase, shoot from range, kill the largest targets and convert them into seed advantage.

Bottom agrarian

Grow the team economy.

Agrarian plants seeds, protects hatching, removes parasites and turns safe territory into living pressure.

Enemy saboteur

Break their growth plan.

Saboteur plays on enemy territory, kills production windows and forces the enemy Agrarian to defend instead of growing.

Center

Damage

Holds the central line, wins trades and turns openings into tower damage.

Center

Support

Keeps Damage alive, controls tempo and protects the push when the line becomes unstable.

Top wilds

Hunter

Tracks large monsters, kills them at range and cuts bodies for extra seeds that can change the fight.

Bottom growth

Agrarian

Plants seeds, protects hatching, grows pressure and removes parasites before they ruin production.

Enemy side

Saboteur

Lives on enemy territory, breaks their growth windows and denies the enemy Agrarian a clean game.

Hunter pressure

Hunt what the center cannot see.

Hunters leave the center because the upper wild zone pays them back: they follow traces, chase large creatures, cut bodies for extra seeds and contest boss-side control.

Parasites and risk

Power should have a cost.

Parasites are not only enemies. They are risky power, territory pressure and a reason to protect or destroy growth before it matures.

Parasite loop

Accept strength with a drawback.

Mid-match biology changes the current life and makes death more expensive.

Inventory drops

Kills can drop carried seeds.

When a player or creature dies, seeds from its inventory can fall onto the field. Pick them up, deny them, or fight around the drop.

AI Companion

Your voice coach and tactical operator.

The companion speaks and writes, has its own character, watches the battlefield and turns complex actions into simple confirmations.

Voice and textIt can speak during the match, show short text and be muted or skipped when the player already understands the action.
Different charactersCompanions can be strict, calm or warmer. Their voices, tone and advice style can change.
Unit command assistInstead of dragging every unit manually, the player can approve suggested commands: defend base, move bottom, push tower.
Role coachingIt tells a new player where to go, which target to attack and what the team expects from this role.
Post-match reviewAfter the match it highlights one strong action and one concrete thing to improve next time.
Companion suggestion

"Your lower garden is under attack. I can send nearby hatchlings to defend it."

Strict mentor Calm guide
The planet is the protagonist

Muterra reacts to what happened there.

Territory changes hatching. Objectives wake the map. The planet is not a background: it is the system both teams are trying to command.

terrainhatchingobjectives
July 15, 2026 playtest footage

Real cuts from the July 15 build.

These clips are from the July 15, 2026 playable mobile prototype. Visuals are still in production, but the actions are real: lane pressure, siege creatures, wild monsters, bosses and base approach.

Opening fight

Center pressure starts immediately.

Crystal Head

A grown creature turns into siege pressure.

Wild monster

The hunter has a reason to leave the line.

Base approach

The push reaches defensive territory.

Pre-alpha gameplay

Join the next playtest.

We run open playtests twice a month. Join early, test the build and help us improve combat readability, controls, performance, roles and the seed loop.

Join playtester channel
Next action

Open Discord and choose the Playtest role.

The playtester channel is for build links, test dates and feedback. General social links stay separate.

1. Join Discord 2. Choose Playtest role 3. Watch build dates 4. Send feedback after match 5. Get rare game items before public players
Platform Purpose
Discord 📢 Primary hub for development, roles, tasks, Q&A, and events. (Daily team communication lives here.)
Telegram 🔔 Quick updates and casual chat in RU + EN. Invite friends & share drops.
Twitter/X 🧬 Game updates, NFT reveals, roadmap releases.
YouTube 🎥 Behind-the-scenes devlogs, trailers, and gameplay.
Instagram 🎨 Visual storytelling and sneak peeks.
TikTok 🎭 Cinematic moments, humour, and lore bites.
🧪 How You Can Contribute 🎯 Join & Learn
👾 Become a Playtester
Early access to builds. Shape game mechanics through real feedback.
Join Discord → #playtesting
🎨 Submit Artwork or Designs
Help create NFT characters, artefacts, and environments.
Start here → Wiki → World Creation Guide
✍️ Help Expand the Lore
Write backstories, lore entries, or comic scripts for the universe.
Pitch ideas → Discord → #lore-lab
🗳 Participate in DAO Governance
Vote on roadmap and token economics via governance tokens.
Read more → Whitepaper → Tokenomics + DAO

🔗 Join the Community

🛠️ Get Involved