Devblog
Kosal vs Dofus
Kosal was started by Dofus players in 2021. The fights and the market will feel familiar. The party, the guilds and the server rules will not, and each has a reason.
Kosal is a turn-based tactical MMORPG made by people who started on Dofus in 2006. The fights and the market will feel familiar. The party, the guilds and the server rules will not, and each of those has a reason.
What is the same
You fight on the cells of the map you are standing on. You have movement points and action points, you spend them, you pass, and then you find out whether standing there was a good idea. One of us spent a full minute counting cells before every move in his first fights in 2006, and lost anyway.
The world is one screen at a time. The camera frames the whole map and does not follow you. Walk off the edge and you are on the next map.
There is a market. You gather, you craft, and you sell to other players at the price you set.
There is fast travel between shrines. A shrine unlocks when you enter its map, a trip costs gold that grows with the distance, and a saved home plus a consumable stone bring you back to it.
Where Kosal drifts, and why
One server, one ruleset, and a party that is six slots. A party holds six combatants, heroes or humans. One person can field up to six heroes and play alone. To group, you bench heroes, so a full solo team cannot join anyone, and every hero in a fight earns more when more humans took part in it. We chose this over a single-account server because a split server halves a playtest crowd and doubles the balancing work, and because a rule on accounts per machine cannot be enforced across the internet. The reward bonus is a proportional nudge toward grouping, not a lockout. This shape is decided and not built: the build fields one hero today.
A guild never costs its members anything. A guild's charter is an item that any monster can drop, so founding one starts with a fight and a drop. Five percent of each member's combat experience is mirrored to the guild and nothing is deducted from the member. The guild spends its levels on a perk tree of four tracks.
Punishment is a tax, never a stolen turn. When we design a spell that punishes, it charges the target for what they spend, so a cursed player still plays their turn and pays for it. No effect in Kosal removes a player's whole turn. We hold to this because a mechanic with no counterplay is cut, however good it looks.
No pay-to-win. Power comes from playing and never from a wallet. It is on the front page so you can hold us to it.
A Hardcore server, opt-in. Permadeath and full-loot PvP on its own world, for players who want the stakes turned all the way up. The standard world is unchanged by it. This is a commitment, not a build you can enter yet.
Dungeons scale on heroes. Dungeon rooms are modular and the number of monsters follows the number of heroes in the fight, four to six. Entry is switched off in the development build while that is finished.
What is not built
There is no public build. Playtesting on Windows through Steam is being prepared, with no date. Housing and the endgame do not exist. The newsletter on the homepage is where playtest news goes first.
Get notified when playtesting opens
Dofus is a trademark of Ankama. Ankama is not affiliated with Kosal and does not endorse it. This post compares the two games on public facts and our own memory of playing.
