MilMo is a video game developed by Dohi Sweden. It was first released as a browser game in December 2009 but has ported to PC/MAC in 2018. It is a 3D free-to-play Action Adventure MMO game.
The word MilMo is an abbreviation for Million Morning.
Engine[edit | edit source]
The engine behind MilMo is called Unity.
Minimum system requirements[edit | edit source]
Windows[edit | edit source]
- OS: Windows 7, Windows 8, Windows 10
- Processor: Dual-core
- Memory: 4 GB RAM
- Graphics: 2009
- Network: Broadband Internet connection
- Storage: 1500 MB available space
- Sound Card: On Board
Mac OS X[edit | edit source]
- OS: macOs Sierra
- Processor: 2,8 GHz Intel Core i5
- Memory: 4 GB RAM
- Graphics: 2009
- Network: Broadband Internet connectiom
MilMo on Steam[edit | edit source]
Do you already have an MilMo avatar connected to your Facebook login or "WebLogin"? Then you can follow this guide to connect it to your steam login as well!
You can always start playing MilMo with a new account by launching the game.
- Login with the accounts that you wish to connect
Facebook: Click "Login with Facebook" and return.
WebLogin: Enter your email & password and login.
- Click “Login with steam”. (If you do not have a steam account, please create one first)
- You will now see a list of "Connected avatars" that you have access to through all these methods.
- Find the avatar that you wish to play with and press the button "Use with Steam" so that it turns blue.
- If "Use with Steam" is blue/active, you are ready to use this avatar on Steam!
For more info or help, visit our page on Facebook
MilMo on Browser[edit | edit source]
The "WebGL" version of MilMo was ended.
About MilMo[edit | edit source]
Launched in December 2009, MilMo is a 3D free-to-play Action Adventure MMO published by Dohi Sweden that can be played on Steam. Inspired by classic game franchises such as The Legend of Zelda, Super Mario and Maple Story, MilMo was originally developed and published by Junebud AB until their closure in August 2012, citing financial difficulties. During that time, Junebud AB created three immersive Adventures and set up a new server due to a growing Brazilian playerbase. On September 17, 2012, Christofer Stegmayr of Dohi Sweden announced that they had taken over the ownership of MilMo, however, updates ceased due to MilMo being built on Unity 2.x, which was being phased out and discontinued on all major browsers. Despite this and a lack of players, the servers still ran.
Five years later, in December 2017, Dohi Sweden came back onto the MilMo scene with a new team under the leadership of Jonathan Timmerlid, with a Facebook announcement that MilMo will be revived and ported to WebGL format. The port finished in early 2018 and was successful, with many players returning to the game. A Steam port took place, and the Steam version of MilMo was released on August 2, 2018, gaining high reviews.
Gameplay[edit | edit source]
Exciting action gameplay with crazy Monsters and mega-cool bosses. Run, jump and fight your way through an amazing and ever unfolding island world. Find hidden Exploration Tokens to assemble powerful new items and weapons. Uncover a deep, intricate storyline filled with epic quests and amazing secrets. Design your own hero avatar with tons of cool clothes, armours, haircuts, accessories and limitless colour combos!
The History of MilMo[edit | edit source]
2008[edit | edit source]
Pre-Beta: 2008[edit | edit source]
First things first. Junebud was formed back in the summer of 2008 when some of the veterans from the traditional PC game industry decided they had grown tired of making war games. The web 3D games were an emerging market and the Unity game engine had just arrived to the scene. The free to play busies model seemed to be working nicely on the Asian market. Junebud wanted to create something truly unique and fresh, so we combined the power of streaming with our very own art direction and the free to play model. This mix was named Million Morning, and eventually got the name "MilMo".
A lot ideas for current islands were born back then. Some of you might recognize Lightmill Island from these old pictures. The MilMo art direction is a bit rough, but it's there. The hardest part was to make all the basic things work, like the laws of physics, movement and collision. When making a video game you need to construct all these things that naturally exists in the real world.
As you can see the sky is still pretty realistic and the landscape is just basic blocks and shapes, but the feeling is there. We knew pretty early this game was going to be about exploring. We wanted to create a mix between Zelda, Super Mario and Maple Story. There should be puzzles, questing, a social aspect, enemies to fight and secrets to unveil.
A lot of concept art was created during this time to determine the right look and feel of the game. Concept art is great, it unites the team's perception of how the game should look and feel. It serves as a guide line for the level artists.
We experimented with more realistic looking avatars, but soon settled for the cartoony ones. We aimed for a style of old western comics, nor manga or anime. Many members of the Junebud Crew enjoy drawing and reading comics such as X-Men, Spider Man and the old Super Man, which is shown in the crisp art direction.
During 2008 the Junebud Crew slowly grew and recruited new members, a mix of old game developer veterans and handpicked new talent from the game development program at the University of Skövde in Sweden. We made all the necessary preparations for moving in to our very first office. In the early beginning all meetings were held on phone and by web cam, since the crew members were spread across the country. That required a lot of discipline and good communication. Today we have an open work space at Junebud, which promotes the communication and reduces the necessary paper work.
2009[edit | edit source]
This was the year Junebud finally released the closed beta version of the game, just before Christmas.
2009: The Closed Beta Goes Live[edit | edit source]
At this point MilMo was still a mix between realistic looking materials and cartoony avatars. The water found in the pool at Seastar Resort (or Summer Island as it was called in 2009) was way more realistic than today. The same can be said about the ocean.
Seastar Island was a mix between the modern Nikonos Island and what came to be the chat level Seastar Resort in 2010. There are also some details from Lightmill Island, like the mill. As you can see the buildings were all white, but the structure of the buildings and the flower shaped umbrellas still remain today. The trampolines were removed later on, and the buildings made orange.
The two main goals of 2009 were to release a playable beta version of the game on milmogame.com, and make sure enough talented people joined the Junebud Crew. We wanted to create a balanced mix between experienced game developers and new, young talent. If your crew only exists of veterans you will not get new, fresh ideas and find out what's hot and whats not. On the other side, if you have a majority of juniors there's a chance a lot of confusion will arise since there's not clear vision or experience of how to handle previous challenges. It's one thing to make games for fun or at school, but another ting to make them for living.
Above you can see some early concepts of Summer Tide Saga islands. At this time Summer Tide Saga was just called the "Summer World". At least six of these islands can be found in-game today: Swamp Island, Rose Island (the old one), Sage Oak Island, Lightmill Island and Alien Ruins. The first level concept art ever created actually shows Visitor Island, but the island itself was released almost 1,5 years later. When we released the MilMo beta in late 2009 it only featured one island, the Summer Island.
the MilMo beta in late 2009 it only featured one island, the Summer Island.
At this point MilMo as we know it is starting appear. The water is not as realistic anymore, the chunky trees are being replaced by more MilMo-ish ones, the avatars are starting to look smooth and the art direction is more consistent. We wanted to create a unique look for MilMo. It should be possible to identify the game with one single screen shot taken anywhere, on any level.
In December 2009 we finally launched the first version of the game. At this point we had no idea the game would be translated into Brazilian Portuguese. There was only one MilMo available, and you had to sign up and get a beta key in order to play. There was no world map, no friend list, there were coins instead of gems, a very basic medal track and only 1 island. It was time for the first players to start exploring what we had built for the past 1,5 years. The big challenge of 2010 would be to expand this tiny island world start finding and fixing all the bugs.