Erenshor: The Solo MMO That Actually Gets It
I’ve been playing video games since before most of you were born. I remember when MMOs meant dial-up connections, corpse runs, and actually having to talk to strangers. So when I heard about Erenshor — a single-player RPG that simulates the MMO experience — I sighed and assumed it was another nostalgia-bait cash grab. But then I played it. And now I’m writing this review at 2 AM with coffee staining my keyboard, because this game has its hooks in me.

Erenshor is exactly what it says on the tin: a single-player RPG with the soul of a late-90s/early-00s MMO. You create a character, pick a class, and are dumped on a starting island with nothing but a rusty weapon and a dream. But here’s the twist — the world is populated by SimPlayers, AI-controlled adventurers who act like real people. They level up, chat in guild chat, ask for gear, complain about dungeons, and even pull trains of mobs into your camp and wipe your party. Yes, that happened to me, and I couldn’t even be mad. It was the most authentic MMO experience I’ve had in years.
The developer, Burgee Media, clearly understands what made games like EverQuest, Dark Age of Camelot, and early RuneScape so compelling. It’s not just the grind — it’s the sense of a living world. The SimPlayers have personalities. Some are helpful, some are useless, and some will steal your kill and then whisper you asking to join your guild. I’ve caught myself forgetting they’re bots. That alone is worth the price of admission.
But let’s talk about the actual mechanics. Combat is deliberate and dangerous. You can’t solo anything beyond a rat; you need a party. The LFG system is simple — open the menu, invite SimPlayers of the classes you need, and assign roles. They’ll follow orders reasonably well, though your Reaver might occasionally decide to pull the entire zone. The game doesn’t hold your hand. Quests are cryptic, maps are vague, and you’ll spend a lot of time reading dialogue and exploring. If you want quest markers and a minimap, you can toggle them in the admin panel, but the default is pure old-school. I appreciate that.

And that admin panel is a godsend. You can adjust XP rates, drop rates, run speed, NPC difficulty, death penalties, and more. Want a chill, low-stress experience? Crank the sliders. Want the brutal authenticity of 1999? Set XP loss on death and turn off the map. It’s your server, your rules. This flexibility is rare and welcome.
The world itself is large and filled with secrets. I’ve sunk dozens of hours and still haven’t seen everything. Zones are distinct, dungeons are atmospheric, and the music — especially the Rottenfoot Swamp theme — is surprisingly good. The low-poly Unity art style won’t win awards, but it runs smoothly on my aging rig and even on a Steam Deck. No stutter, no crashes. That’s more than I can say for most AAA releases these days.

Now, for the criticisms. Because nothing is perfect, and I’m not here to shill.
The biggest issue, and it’s a real one: permanent consequences from AI party behavior. If your SimPlayer accidentally kills a town NPC, that NPC is gone for good. The game’s save system is not manual — it autosaves, and the rollback options are limited. One player reported losing a key quest NPC and couldn’t recover. In a single-player game, that’s unacceptable. The developer needs to add manual saves or a way to prevent accidental NPC deaths. I haven’t encountered this myself, but the reviews are clear. It’s a design flaw that can ruin a playthrough.
Also, class variety is thin. Six classes, and only one dedicated healer (Druid) and one tank (Paladin, with Reaver as a self-damaging off-tank). No pet class, no bard, no monk. The core loop for DPS classes feels similar. I’m hopeful more classes will come, but right now it’s limited. Inventory space is also a constant annoyance — no bags, just a tiny backpack. You’ll be tossing items constantly.
Some players complain about the reliance on the wiki and Discord. The game doesn’t explain everything, and some quests require typing specific phrases that aren’t obvious. That’s authentic to old MMOs, but it can be frustrating. I’d like an optional hint system. The map could also use an interactive version; the current one is barely functional.

Despite these flaws, Erenshor is a triumph. It fills a niche I didn’t know I needed: the social atmosphere of an MMO without the drama, the FOMO, or the subscription fee. The SimPlayers are charming, the exploration is rewarding, and the customization options let you tailor the experience to your liking. The developer is active and responsive on Discord, and the game is in active Early Access with regular updates. For $20, you’re getting dozens of hours of content that already feels complete.
If you miss the days of camping spawns, shouting for groups, and feeling like you’re part of a world — but you no longer have the time or patience for real MMOs — this is for you. It’s a love letter to an era, written by someone who clearly lived it. Just be aware of the save issue and the limited classes. Those are the only things keeping it from perfection.

Final verdict: Erenshor is a gem. It’s not perfect, but it’s honest, it’s fun, and it respects your time. I’ve played worse games that cost three times as much. Give the demo a try. And say hi to Scrubby for me.



