Is Bound Wars for You?

Discover Who Will Love This Game Most

Different players look for different things in a CORPG.

Bound Wars was built to speak to ALL of them, each through a unique pillar.

Read below, find yourself, and see what this game gives you.

If you’re a Guild Wars 1 Veteran

feel immediately at home.

  • 8-skill bar tactical combat
  • Dual-class builds & theorycrafting
  • No gear-treadmill — brains beat stats
  • Party-based strategy with controllable allies
  • Hard pulls, interrupts, positioning wins fights

But you’re not retreading the past.

You’re stepping into something new, Bound Heroes, Glamourbond resonance, procedurally-generated Environs, yearly-growing pets, modular player outposts, and an entire life simulation layer GW never touched.

It’s familiar.

But not a copy — an evolution.

If you’re a Buildcrafter

This is your garden.

  • 11 classes, built from the DNA of tactical combat
  • 1800+ skills
  • Synergies, counters, combos, split builds, denial strategies
  • Glamourbond resonance finishers add a NEW dimension to skill-timing
  • Traits modify playstyle without adding stat inflation

You won’t just ask “What build?

”You’ll ask:

  • “What builds match this relationship archetype?”
  • “Which resonance chain unlocks this finisher?”

No other game gives you that question.

If you love Companion Systems

This is where Bound Wars becomes truly its own beast.

Your Bound Hero isn’t a henchman — they’re half your identity.

  • They have personality, opinions, idle behaviours
  • Cinematics frame both of you, not just the PC• The Glamourbond expresses trust visually, not numerically
  • Resonance skills trigger co-cast attacks & emotional finishers
  • Relationship styles change tone, not power

You’re never alone.

Even offline, you fight as two, harmonised.

Not romance, not dependence, not grind.

Just connection.

If you love Exploration

Say hello to Custodian Environs.

  • 256 world tiles
  • Infinite permutations
  • Terrain, weather, biome rules, object pools
  • Field rescues, ambushes, caravans, hidden ruins
  • Secret hero unlocks, seasonal events, lineage quests

No two sessions feel the same. Every venture is a story seed waiting to fire.

  • Fixed story zones deliver lore.
  • Environs deliver everything else.

If you’re a Social or RP Player

You are spoiled. Completely.

  • Buildable player outposts with tile expansion
  • Placeable ambient animals & NPC civilians
  • Customisable homes → villages → towns
  • Glamourbond idle cinematics
  • Cultural clothing, non-combat attire, festival garments
  • Banter AI, occupation tags, social rules, behaviour responses
  • Targeted emotes, looping actions, paired and group emotes, and bound-hero interaction, not just expressions, but choreography.
  • In-game cinematic & movie-making tools. Emotes, movement, timing, and camera control can be chained and scripted to stage scenes, performances, celebrations, quiet moments, or full machinima, entirely in-game.

Some games give you housing.

Bound Wars gives you civilisation.

If you love Collecting & Longevity

This is where Bound Pets redefine permanence.

Pets grow every real-world year. Not mathematically — emotionally.

  • Size, posture, markings, auras
  • Birthday gifts & lineage traits
  • Convert into mounts, couriers, pack carriers (ethical, optional)
  • Heritage sigils across generations

Not grind.

Not power.

Story you live with.

If you value Emotional Safety and Ethics

You’re seen. You matter.

Bound Wars deliberately avoids destructive design.

  • No lootboxes
  • No pay-for-power
  • No affection-meter manipulation
  • SAS-aware companion design
  • Anxiety support tools
  • Life coaching system for real-world growth

This game isn’t just played.

It nurtures.

If you just want something genuinely new

Here’s your shortlist, the uniques:

Glamourbond Combat — Dual-entity resonance skill chains & finishers

Bound Heroes — Permanent co-lead companion, not subservient follower

Custodian Environs — Re-rolling tactical maps that feel handmade

Year-Aging Pets — Real time growth — purely emotional, never stat-based

Outpost Construction — Player-driven tiles → settlements → roleplay hubs

Character Growth — Real-world birthdays shape visual maturity

Social Behaviour Engine — Civilians remember tone, posture, weapon-display

This isn’t nostalgia.

This is what comes after nostalgia.

If any of the above speaks to you

Bound Wars is your world.

Not someday — beginning now.

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