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[USA] [7.7] Promise | Official Launch 25TH April

Server Website/AAC
http://www.promise77.com
Server Address
promise77.com
Server Port
7171
Client Protocol
7.72

Ascendia

Premium User
Premium User
Joined
Nov 23, 2008
Messages
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Reaction score
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p icon.webp
Web: Promise
Discord: Promise Discord

After months of development we are excited
to announce the official launch date.

The opening will be on Friday, April 25th
7 PM CET
3 PM BRT


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Introduction
Promise is a server where new and old features merge
to create a fresh, enhanced experience without altering core game mechanics.

Server Info
1x Rates
Open PvP

Combat Mechanics
Skills, attack and defense factors have all
been revised according to Tibias leaked engine binary.

HD Graphics
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Beds and Fairness
To prevent unfair advantages and bed abuse, all beds have been
removed from guildhalls. Regular houses are limited to two beds max.

Anti-Cheat
The server uses multiple anti-cheat systems and
has a strict zero-tolerance policy against cheating.

Vocations and Buffs
EK and RP vocations have received a slight damage buff.

Authenticity
All creatures, damages, spells and alot more behave as the original engine
with the exception we have added improved respawn system, walking and
removed delay on actions. This means you can walk and push a bag of loot
at the same time!

Farming
Farming is the concept of harvesting fruit trees inside of your house.
Basically an infinite food source. By watering and harvesting your tree
you advance in farming which gives you greater harvest.

Elite Monster
Battle enhanced creatures with more HP, loot and exp!
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Custom Outfits, Monster Outfits and Addons
The server contains unique addons and outfits so that
you can deccorate your character with accessories.
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Locker and Tools
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Stash

With ease you can store and keep track of your loot.
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(image taken after stowing)
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Market

The market will make sure the economy is stable and in-game prices are fair.
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Ingame Store

A quick stop shop in the game.
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Actionbars (Cannot be used for runes)
With actionbars, you no longer need to perform dull tasks.
You can attach food, tools and text to your actionbars
and use them with hotkeys.
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Bestiary, Bestiary Tracker & Charms

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Analysers
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Blessing Icon
It's not always easy to keep track of which blessings you've got but with blessing icon you can.

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NPC Trade
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Enhanced Minimap
Experience your journey with a larger scaled minimap
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Panels
With panels you can open multiple side windows
to better manage your game interface.

Server Stability & Longevity
With over 8 proxies and DDoS protection all over we will provide a stable, lag
free environment to ensure players get the best latency we can provide in game.

Hardcore Mechanics
We have revised quests and reduced/changed rewards
to make it harder to progress. We have also overlooked the ankrahmun
spawns as we know the tombs can easily be abused to gain
fast levels using GFBs.

And alot more!


 
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I like your advertising and graphics however a 7.7 1x server will be rough to attract players, I don't think anyone really wants to slug away unless its fully custom like medivia ect or you already have a super large player-base, I think for good numbers off the bat you'd have to maybe raise the experience a little.

Best of luck though! Server looks good.
 
Next OTS with starter pack - spend money on shit/not original features ("investment" with the intention of getting a return) and think that you have a great OTS
 
Not original? Yeah, because you see alot of ots running market, stash and even real tibia coins implemented in their game? Along with a bunch of far superior modules of existing ones other have. I also never cared about the return. I want to build something enjoyable. You can cry elsewhere :(
Probably everything that exists in the description, especially this one:
Promise 7.7 | HD Graphics | Bestiary | Tracker | Tibiacoins | Market | Stash | Custom Outfits | Ingame Store | Anti-Chet |
It's nothing groundbreaking and most people have it. Is there a lack of originality in this Tibia world, or what? Maybe your own invention, anything? Or at least your own execution of these things...
I'm not crying, it makes me laugh, especially since it involves your rebranding, what was the point? :D
 
Hello, I’d like to share an objective comment.
I’m both a player and an amateur developer; I’ve spent quite some time exploring and working on various Tibia alternative server projects. I understand this environment well, both from the player's perspective and from the technical development side, so I want to give you a sincere and well-founded opinion.

Let me explain why, in my view, your server didn’t work — and from what I see, you’ve been changing its name in an attempt to relaunch it.

Your server includes features like:
  • Buffs for EK and RP to balance the vocations.
  • Anti-cheat system (nothing really new).
  • Locker and tools with depot, inbox, and market.
  • Custom outfits and addons.
  • Bestiary with tracker and charms.
  • Action bars, analyzers, expanded minimap, NPC trade windows, extra panels...
  • Spears that don't break, no "UH" traps, house limits to avoid farming, etc.
  • Even allowing Tibia Coins to be deposited and withdrawn to crypto or official accounts.

Honestly, it’s basically the same package we’ve seen in many other servers lately.
You promote it as if it’s something innovative, but in reality, it’s just a mix of recycled systems that we’ve already experienced before.

On top of that, I can’t really understand the true premise of the server.
For example, the Tibia Coins system — supposedly you can deposit them, sell them, or even withdraw to crypto or an official account — feels confusing. It’s not clear whether the idea was to build a serious, long-term server or just to focus on financial gain. It feels disorganized and without a clear goal.

And there’s something else that’s always important to mention: many servers claim to be "7.x", but end up filled with systems from modern versions. In the end, they turn into full custom servers, losing their identity. If that’s the intention, honestly, it would have been better to go straight for a 10.x server, since it fits better for that kind of setup.

And honestly, with all the investment you’ve made, it feels like this was not the right direction.
It looks like you tried to include everything possible, but as we know: sometimes, less is more.

Also, I feel that something crucial has been overlooked: the community.
This overloaded system-focused approach tends to scatter the player base. Many players are looking for a purer experience, closer to classic Tibia, where nostalgia and simplicity are the main hooks.

When you try to include absolutely every mechanic, you end up diluting the server’s identity. The essence gets lost, and the server fails to stand out for something concrete. Players feel there’s no clear direction — just an attempt to satisfy everyone, but without truly going deep on anything.

There’s no clear long-term vision. Beyond technical features, the server doesn’t communicate a solid project that makes players think: “I want to invest my time here because it will evolve consistently.”

It feels like too much focus was placed on the commercial aspect — with Tibia Coins and crypto withdrawals — but not enough care was given to the player’s experience. When that happens, players notice immediately, and it becomes very hard to rebuild trust.

Nowadays, the competition is extremely tough. Players are sharp and quickly spot when a server tries to sell "innovation" but ends up being just another clone with "more of the same."
The modern player is looking for authenticity, not just a pile of features that add no real value.

After playing it for at least a couple of hours, I’ll be honest with you: this is how I define your server.
In the end, 'Promise' was just that — a promise that got lost before becoming a reality.
 
Bro that server looks good, but I think that you need to make something like test server before, with high rates, then after few months open "HARD" edition :)
 
Thanks for copy pasting a massive reply from chatgpt.

The server and client didnt perform from day one we had a critical FPS bug that has now been fixed in the client. People had to play with this bug for a week before we found and resolved it. That is why we dont have a huge playerbase at the moment so you can stop talking about the features as if that was the reason for a failed launch.

We still have a list of things to do but when that's done that should be about it. The server should be completely free from bugs and playable.

Atleast for now the server is smooth and stable. So its playable. But if you want to play without bugs completely. Come back in a few days as we're doing daily updates on the issues
Hello, I understand your point about the FPS bug, and I respect the effort you're making to fix things. However, just to clarify — my feedback goes beyond technical bugs.

Even with a stable client, the structure and direction of a server matters just as much as performance. Bugs can explain some early player frustration, but they don’t explain player retention or long-term engagement. Players will not stay or come back solely because a bug is fixed; they stay because the server has a clear identity and purpose.

My comment is not just about errors. It’s about the concept and long-term appeal. Stability is fundamental, of course, but it must go hand in hand with a clear vision for the community.

Anyway, I genuinely wish you the best with the project. I know you’ve invested time and effort. Hopefully, your future updates will bring the experience closer to what players truly seek.
 
We did bro. But nobody played the test server. So we got to find out the hard way about the issues.

Hello, I understand your point about the FPS bug, and I respect the effort you're making to fix things. However, just to clarify — my feedback goes beyond technical bugs.

Even with a stable client, the structure and direction of a server matters just as much as performance. Bugs can explain some early player frustration, but they don’t explain player retention or long-term engagement. Players will not stay or come back solely because a bug is fixed; they stay because the server has a clear identity and purpose.

My comment is not just about errors. It’s about the concept and long-term appeal. Stability is fundamental, of course, but it must go hand in hand with a clear vision for the community.

Anyway, I genuinely wish you the best with the project. I know you’ve invested time and effort. Hopefully, your future updates will bring the experience closer to what players truly seek.

Well im not sure I follow. Just because we use qol features from different versions the server lacks a purpose or identity you say? You wrong. I can tell you that much. We didnt implement pokemon or naruto in the server to be "weird" we implemented actual stuff to enable the players and have a more confortable old school experience.
 
Well im not sure I follow. Just because we use qol features from different versions the server lacks a purpose or identity you say? You wrong. I can tell you that much. We didnt implement pokemon or naruto in the server to be "weird" we implemented actual stuff to enable the players and have a more confortable old school experience.
Look, let me answer you honestly because I think this is exactly the point.

You asked what makes a player choose to play a server. And from experience, it’s not the number of features you add. Features help, sure, but they’re not what defines a server or keeps people coming back.
Players stay for the experience, the feeling of belonging to a well-defined server. They need to understand from the first moment: “Why am I playing here and not somewhere else?”

When you pack too many systems — even if they’re meant to improve the experience — you risk making the server feel like it lacks direction. It becomes a bit of everything, but at the same time, it loses the thing that makes it unique. It’s not that adding convenience is wrong. QoL features can be great. But you have to make sure they don’t overshadow the identity of the server. Players are not just looking for comfort — they’re looking for a server with character, with soul.

And honestly, if you’re trying to make the game more enjoyable for players, that’s a good goal. But the key is to focus on making one core experience great, instead of trying to cover everything at once.
Take this as friendly advice, because I can see the effort you’re putting in. I respect that. But I also see you’re at risk of falling into that trap: trying to please every kind of player, and ending up with a server that doesn’t stand out for anything in particular.

Players today are very sharp. They notice immediately if a server feels like it’s just adding things to fill space, rather than delivering a clear and memorable experience.
 
Look, let me answer you honestly because I think this is exactly the point.

You asked what makes a player choose to play a server. And from experience, it’s not the number of features you add. Features help, sure, but they’re not what defines a server or keeps people coming back.
Players stay for the experience, the feeling of belonging to a well-defined server. They need to understand from the first moment: “Why am I playing here and not somewhere else?”

When you pack too many systems — even if they’re meant to improve the experience — you risk making the server feel like it lacks direction. It becomes a bit of everything, but at the same time, it loses the thing that makes it unique. It’s not that adding convenience is wrong. QoL features can be great. But you have to make sure they don’t overshadow the identity of the server. Players are not just looking for comfort — they’re looking for a server with character, with soul.

And honestly, if you’re trying to make the game more enjoyable for players, that’s a good goal. But the key is to focus on making one core experience great, instead of trying to cover everything at once.
Take this as friendly advice, because I can see the effort you’re putting in. I respect that. But I also see you’re at risk of falling into that trap: trying to please every kind of player, and ending up with a server that doesn’t stand out for anything in particular.

Players today are very sharp. They notice immediately if a server feels like it’s just adding things to fill space, rather than delivering a clear and memorable experience.
Your point is valid if the systems go in different directions. For instance if I add something not related to tibia and take features from all different places sure. But this is not the case. Just trust the process. So far nothing "dumb" or identity changing had been added to the game. Let me prove it by working on the server, make these final adjustments and then give advertising a real go 😎
 
UPDATE
We implemented CipSofts skills system from the leaked binary. Basically every detail going into a succesful or failed tick along with the accurate ticks has been added to the server.
 
UPDATE
We implemented CipSofts skills system from the leaked binary. Basically every detail going into a succesful or failed tick along with the accurate ticks has been added to the server.

Wow what I was looking for!
 
All updates to modern server systems are welcome.

As long as the original PvP mechanics from version 7.4 aren't affected, everything will work correctly.

Hopefully, next month we'll have a new beta version launch with high experience so we don't waste time exploring.

I'll be waiting for that day.
 
So after roughly battle testing our new attack and defense formulas from the reverse engineered CipSoft binary. As you can see in this image we are performing tests after code implementation using our own server and the leaked engine from CipSoft.

The tests have included following:
  • Testing damages received without attacking in different modes: Full attack, Balanced and Defence.
  • Testing damages received and dealt in different modes using Full attack, balanced and defence.
  • Testing without equipment towards rats with and without attack

Seeing as the attacks are random, we have taken into account that creatures can increase in skills, and attack more with time. So looking for attackMax, lowestAttack and AverageDamage for a long time we have concluded that the implementation was succesful and accurate. The defense has been adjusted.

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We have updated actionbars. It will no longer be possible to use them with runes. You can however still use them to talk to NPCs, use tools like rope, shovel or fishing rod, eating food etc..
 
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