Having spent countless hours in PlanetSide 2, I was immediately drawn to Reaper Actual when it was unveiled earlier this year. The project reunites industry veterans like John Smedley, Matthew Higby, and Tramell Isaac under Distinct Possibility Studios—a team with deep roots in shaping massive online worlds. The game’s ambition is clear: a sprawling, persistent MMOFPS where up to 1,000 players navigate a map four times larger than Warzone’s Al Mazrah, blending PvPvE combat with extraction mechanics.
Unlike PlanetSide 2’s strict faction warfare, Reaper Actual casts players as mercenaries working for dynamic NPC factions, injecting life into its world through constant AI-driven conflicts. During a recent Gamescom demo, I witnessed pre-alpha gameplay showcasing the core vision—despite bugs, the foundation for a living, breathing battlefield is undeniable. John Smedley and Matthew Higby walked me through systems like player-owned bases, faction reputation, and the “heat” mechanic, which triggers raids if players draw too much attention. A “Foundation Alpha” launches this month, followed by early access in 2026.

John Smedley: Your journey begins in a customizable base—bunkers, warehouses, or apartments, each with pros and cons. Bunkers are defensible but lack garages; warehouses let you store vehicles but have more entry points. Bases include vaults for loot and “Reapers”: elite operatives with unique gear that respawns post-death. The northern island of Morova spans 16km x 12km, with dynamic events driving competitive PvPvE. Heat mechanics mean aggressive play risks retaliatory raids, but defenders get turrets, traps, and AI-controlled backups.
Current Build Status?
Smedley: Pre-alpha. Foundation Alpha starts September 22 with limited slots—we need focused feedback. Early access launches next year on Steam and Epic, built on Unreal Engine 5.5 (upgrading to 5.6/5.8). Performance hits 120 FPS already.




Reaper Abilities?
Matthew Higby: Each Reaper has default tools (ammo crates, etc.), but itemization allows customization—like a MOBA’s gear system. Unlock medic or explosive specialists via faction rewards.
Vehicles?
Smedley: Ground and air vehicles are in development; naval units arrive later. Extraction methods include helicopters, trains, or stealthy retreats.
Combat Flow?
Higby: Fights are intentional, not constant. NPC battles and missions lure players into hotspots without overcrowding. Sound design cues distant skirmishes to heighten tension.
Player Capacity?
Smedley: Targeting 200 for Alpha, scaling to 1,000 post-launch. Servers stay persistent—no matchmaking downtime.




Faction Influence?
Higby: Players indirectly sway seasonal faction goals. Aligning with a group unlocks specialized gear, but loyalty isn’t enforced.
Clan Systems?
Higby: Outfits (clans) will manage shared bases, crafting, and economies. Bases can specialize—medical hubs, armories, or vehicle workshops. Discord integration handles cross-platform comms.




Web3 Concerns?
Smedley: It’s entirely optional—Steam’s ecosystem remains separate. UGC marketplaces let creators monetize skins or mods. Think CS:GO’s economy, not pay-to-win.
Consoles?
Smedley: Post-PC launch, possibly 2027. Cross-play is planned, with gamepad support at early access.
Monetization?
Smedley: Buy-to-play initially ($30-$75 tiers), transitioning to free-to-play after 1.0. Alpha testers gain exclusive rewards and direct dev access.



