Two things live on this page: who makes Dimraeth, and who runs this site. Short version — Dimraeth is made by Mudtek, a remote team of ten developers, and it is their first title. This site is independent and not affiliated with them.
Who makes Dimraeth
Mudtek’s own description of itself is short and specific.
Official Mudtek team page
“Mudtek is a fully remote team of 10 developers spread across the globe, united by one mission: to make multiplayer games that bring people closer. Dimraeth is our first title and our boldest challenge — a systems-driven RPG centered on meaningful co-play, not just connectivity.”
Source: dimraeth.com/meet-the-team · verified 16 September 2026
Three facts are worth holding on to. Ten developers is a small team for a game of Dimraeth’s scope, which explains why Early Access is being used as a development period rather than a launch-and-support model. Fully remote and spread across the globe means there is no studio building to visit and no single local scene. Self-published means Mudtek answers for the game’s support and content decisions directly, with no publisher between them and players.
The studio’s stated mission also explains a design decision that shows up throughout the game: “meaningful co-play, not just connectivity.” That framing is consistent with the thrown-potion mechanic, which exists to let one player rescue another’s tempo rather than simply sharing a world.
Who leads it
Mudtek names three leadership roles publicly.
| Name | Role |
|---|---|
| Joseph | Founder, Technology Director |
| Phillip | Game Director |
| Vancris | Creative Director |
The bylines on Mudtek’s announcements match those roles. The game director writes the narrative and design devlogs — the Earlwood introduction, the crafting and building post, the playtest summaries — and the creative director wrote the art direction piece on building Dimraeth’s visual style. This matters practically: when this site quotes a Mudtek design post, it is usually quoting one of these three, which gives those statements more weight than a generic marketing line.
The award
Dimraeth has one public award, announced in October 2025.
Official Announcement, 21 October 2025
“We are extremely proud to announce that Dimraeth has won the award of 'Most Anticipated Game' at the Pitch Competition of Gamescom Asia x TGS 2025.”
Source: Mudtek Steam announcement, 21 October 2025
The award is for the pitch competition at Gamescom Asia partnered with the Thailand Game Show, and the win came roughly eleven months before Early Access launched. Note the category: Most Anticipated is a judgement about a pre-release pitch rather than about the released game, and we describe it as such.
The same announcement credits Gamescom Asia, the Thailand Game Show and Agora Gaming Partners, and thanks the playtesters who provided feedback. Given that the September 2025 playtest preceded the award by a month, the studio’s public framing of the win runs directly through community feedback.
What the studio says it values
Mudtek publishes six design principles on its team page. They are marketing copy, but they also predict design decisions, so they are worth reading against what the game actually does.
| Principle | Mudtek’s wording | Where it shows up |
|---|---|---|
| Connection comes first | “Design for moments that matter” | Thrown potions in co-op |
| Substance over spectacle | “Grounded and memorable” over “shiny and hollow” | Placeholder VFX shipped in the playtest |
| Play with purpose | “If it doesn’t add to the experience, it doesn’t stay” | Optional crafting and building |
| Respect the player | “We don’t design to manipulate” | No monetisation beyond the box price |
| Honest fun is the best fun | “Feedback is a gift” | Frequent playtests with public feedback summaries |
| Build to last | “Systems that reward mastery” | Tiered deeds with progressive difficulty |
The “substance over spectacle” principle is the one with visible evidence. In the September 2025 playtest Mudtek shipped spells with placeholder visual effects and said so openly: “Many of our spells are still using placeholder VFX, so if some spells look lower quality than others, that’s why.” Shipping visibly unfinished art and explaining it is a concrete instance of the stated value.
Where to reach Mudtek
We are not Mudtek, so we cannot answer support questions. These are the studio’s own channels.
| Channel | Address | Purpose |
|---|---|---|
| Discord | discord.gg/dimraeth | Bug reports, looking for group, feedback |
| X | @MudtekStudios | Announcements |
| YouTube | @Mudtek | Trailers and devlogs |
| Support email | [email protected] | Support enquiries |
| General email | [email protected] | General contact |
Mudtek has been explicit that Discord is the fastest route: “If you really want your voice heard, Discord is the way to go!” The studio notes that it also watches Reddit, Steam discussions and social media but is a small team and may miss things elsewhere.
About this site
This is an independent resource. It is not affiliated with, endorsed by or supported by Mudtek or Valve Corporation.
Two commitments govern everything published here.
Every factual claim carries a source and a verification date. Where a fact comes from a Mudtek announcement, the store page or the official website, the page says so in a source panel. Where something is not published officially, the page says that too rather than filling the gap.
Nothing is invented. No damage values, stat tables, drop rates, coordinates, item names or romance options are published unless an official source states them. That is why several pages here are shorter than their competitors’ equivalents — in those areas there is simply nothing verifiable to publish yet.
If you find an error, the official-sources page lists every source this site relies on, which makes it straightforward to check a claim against the original.
For the questions readers ask most often, see the FAQ. For how full the game currently is, see the Early Access content page.
