Devblog
Kosal vs Wakfu
Kosal has no nations. A small team spent its time on the fight instead, and the party and the guilds are what that bought.
Kosal is a turn-based tactical MMORPG, and it has no nation system. For a player coming from Wakfu that is the first thing to know, and the reason is that a small team spent its time on the fight instead.
One of us came to the nations game after years on the older grid game, and stayed for years after watching a nation argue in chat over who had harvested a forest down to nothing.
What carries over
Every fight is on the cells of the map you are standing on, with action points and movement points, and where you stand is most of the fight.
Crafting matters. You gather, you craft, and you sell to other players at the price you set.
The camera frames one whole map at a time. If you can see everything, you can plan everything.
A hero party. You can field several heroes on your own. The shape is different, and the next section says how.
What Kosal does not have, and why
There are no nations, no citizenship, no elections and no ecosystem to over-harvest. We are a small team, and we spent our time on the fight itself. The world reacts to players through the market: what you craft, what you sell and what you keep. If nations are the reason you play, Kosal will feel smaller to you.
Where Kosal drifts, and why
A party is six slots, 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 shaped it this way because three heroes made the nations game feel like a single-player game to us, and we wanted the trade-off to be physical: independence and power alone, faster progression together. The bonus is a proportional nudge, never a lockout. This shape is decided and not built: the build fields one hero today.
Guilds. A guild's charter is an item that any monster can 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.
Shrines. Fast travel is a network of 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.
Punishment is a tax, never a stolen turn. A spell that punishes charges the target for what they spend. No effect removes a player's whole turn. A mechanic with no counterplay is cut.
A Hardcore server, opt-in. Permadeath and full-loot PvP on its own world. The standard world is unchanged by it. This is a commitment, not a build you can enter yet.
No pay-to-win. Power comes from playing and never from a wallet. It is on the front page.
What is not done
There is no public build. Playtesting on Windows through Steam is being prepared, with no date. Housing does not exist. The newsletter on the homepage is where playtest news goes first.
Get notified when playtesting opens
Wakfu 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.
