The realm in potentia [Short stories]
Short stories
Citadwell is a cross-platform social/crafting game, where players have the ability to craft or buy unique items. Whether it be your public player-owned house, to the items you wear! Build your home in the world in real time, show off your builds with the items you’ve bought or crafted, based on your profession. Choose a unique profession out of 7, each profession has a unique place in the world and YOU drive the economy!
Excited to dive in? Subscribe to our newsletter and pop right on in!
The realm in potentia – the game!
Designed by gamers who wanted to make a living and breathing world, we started off by re-designing the very foundation of MMOs: Creating a world, not a game. We are putting immersion as the prime factor in every design choice, and intend to provide you with the experience that we felt lacking in our childhood. A world that feels as alive as what you see outside, but where you can be what you choose to be.

The realm in potentia [our stories]
You can be the best blacksmith in the world, but no one can make a sword with a carved wooden handle out of steel or with a forge and Anvil, in comes the carpenter, whose tools are made by finesmiths, who’s components are made by engineers, who’s tools are made by blacksmiths, carpenters and leather workers. We hope to give players the realism of relying on other craftsmen to build the more complex items, and the skill of those craftsmen will determine the overall strength and quality of the final product.
Joey van Gangelen [project lead]
It all started with me as a twelve year old autistic kid with a huge fascination for digital worlds. I found the games that existed back then rather disappointing. A lot of moments inside those games broke the immersion. It was due to this frustration that I started exploring the world of game development. After graduating from the International Game Architecture & Design course in Breda, Netherlands, I finally get to show you my dream. A world where every action and every event takes immersion to a new level and makes you feel like you are truly experiencing a world of its own.
Ross Thomas McShane McEwan [design lead]
I was a late addition to the team, it actually started from the comments on a post asking the community for any race ideas. There were several good ones in there and a couple in particular which had a fantastic idea but shoddy implementation or simply a lack of backstory entirely.. so long story short I put my tuppence worth in and then after a conversation with Joey Van Gangelen, the team seemed to like my angle and I was brought on board. Since then I’ve had the pleasure of working with most of the team to flesh out ideas and mechanics in a way which makes them immersive, lore correct and functional for our players. Largely I’ve been building up our selection of races, bestiary and working on the crafting and construction mechanics. I think what helps is that I’ve always been an avid gamer, have done a lot of writing over the years for a hobby and have a very basic understanding of game mechanics/programming and I have always wanted to be a game designer, I just never thought there was any chance it would actually happen, and I can’t express how grateful I am to the rest of the team for the opportunity they have given me.
Cambell Flood
I actually reached out to Codename Reality as soon as I learned of its existence, because everything about this project appeals to my specific interest in worldbuilding. I’ve always loved RPGs, both tabletop and virtual, and I’ve definitely combined these interests with my musical abilities. There is a certain wonderment from being able to help shape these worlds purely through sound. To tell stories of a land, to depict what an environment is purely through an organized collection of notes. This is why I love soundtrack music. This love lead to me getting a master’s degree in Music for Films and Games from University of North Carolina School of the Arts, so that I could truly understand my craft. I’ve always known I wanted to work in-depth on a large scale project, helping to masterfully shape the audio side of a game. Given that, Codename Reality is a great fit for me, full of others who feel the same way about their respective crafts.
Alexandre VinSang [3d artist]
I joined the team to create 3D objects with textures. It’s a hobby I discovered 3 years ago and now it became a passion. I tried different things, as exporting my models in some real-time engines like Unity or Unreal Engine 4. During that time I joined several small dev teams, and I know how hard it is to make a video game. I’m glad to bring my “piece of salt” to this great project and being a part of the team composed of members all around the world. And, I hope that, one more time, I’m not the grandpa of the group. Here’s a gallery of my models, I’m sure we’ll see some models created for CR soon.
John Scimeca [3d artist]
I have been looking for a job in my career for a while now and I saw this company and was very interested in it. I applied to be a 3D Character Animator and in the next few days I had the papers ready to be signed to be a part of the team. I am very fortunate that Joey accepted me into the company and beyond excited to get working on the project. I am proud to be the first 3D Character Animator on the team.
Gonzalo Fuentes [3d art lead]
I am a chemist by profession here in Chile, although I have dedicated myself more to doing anything else instead of finishing my career. When the team contacted me I told them that I could help them with potions, drugs or alchemy… But they preferred me to make 3D models.
Darek Ciechacki [code lead]
I pretty much joined the team by coincidence. It was about a year ago when Joey approached me on Skype to join his team. Little did he know, he was talking to the wrong person. After some talking I had to clarify this, but I was interested in the project.
As an indie game development graduate, I had some idea of programming, but had insufficient knowledge in c++. Joey decided to take me in
as an apprentice and placed me in his least favourite position: graphics programming.
Since about a year ago, I have been working with OpenGL, implementations of PBR and all kinds of smaller bits and pieces for the project,
and am currently working on building a tool to procedurally generate the graphics in the game.
Michael Peter [test lead]
I was introduced to Codename Reality by Emil and I really liked the idea behind it. And when the opportunity to join the team as a Tester presented, I didn’t hesitate to take it. I’m your typical gamer, always looking for an interesting game, but sometimes you can help create it.
Siegfried Schüßler [composer]
I had always been fascinated with fantasy and science fiction. I try to write, read related books and watch mostly adventure movies all for the purpose of having an outlet. Then I encountered the game online and was hooked by the “Persistent World” it promised – an incredible world able to thrive on its own. I simply followed the page for updates and when they announced a contest for new designers needless to say I tried out. I guess it all turned out for the best. Not only I was able to meet others with the same captivation as I have but now I am also able to use this head of mine for something I am passionate about – a creation of a new world. And I get the feeling this game is bound to change the way we look at ours.
Ace Red Wong [designer]
I had always been fascinated with fantasy and science fiction. I try to write, read related books and watch mostly adventure movies all for the purpose of having an outlet. Then I encountered the game online and was hooked by the “Persistent World” it promised – an incredible world able to thrive on its own. I simply followed the page for updates and when they announced a contest for new designers needless to say I tried out. I guess it all turned out for the best. Not only I was able to meet others with the same captivation as I have but now I am also able to use this head of mine for something I am passionate about – a creation of a new world. And I get the feeling this game is bound to change the way we look at ours.
Connor Monk [2d artist]
I joined the team mid way through 2018 after messaging the team, offering to help out with any concept artwork. I studied a game arts course in college and the entire project interested me as a gamer and an artist, even before I realised how great the team was. I am excited for the future with the team, and the opportunity to continue to learn.
Michael Troke [designer]
I found out about codename reality in late November 2018, I had a few ideas floating around in my head after talking with Ross and Joey I joined the design team, from December I’ve been working on designing various aspects of the game with the rest of the design team and other team members of the other teams.
Asen Galabov [designer]
Hello everyone, my name is Asen.
One lovely day I was browsing Facebook and “Codname Reality” caught my eye, because I just love games, I then read about the project and just wanted to give a
thumbs up on the team chat. Then we talked a bit and word by word it came out they needed a guy who can design furnitures. So I love to draw and I studied drawing and furniture design. Since I graduated I’m working in furniture companies, so I have experience with this.
As I said before, I love games. This is the main reason to start reading about the project at the first place and the idea just got me! I’m really happy that I got the opportunity to be part of this.
William Good [business director]
As a Business Student with a passion for games, I have always been looking out for what might be the next big thing. About a year before I joined the team, I saw the advert for Codename Reality running through Facebook. At the time I was working on another project, but I still followed this game, interested in seeing where it would go.
After participating in a few small time business ventures and a variety of university classes, I was thrilled when I was given the opportunity to work on the business side of Orode Productions. After a few conversations with the staff, I was hooked, and since February of 2019 have been working with the rest of the team to help build the foundations for the business side of this company!






- Register for a FREE demo
- Register for a FREE demo
The realm in potentia – the game!
Designed by gamers who wanted to make a living and breathing world, we started off by re-designing the very foundation of MMOs: Creating a world, not a game. We are putting immersion as the prime factor in every design choice, and intend to provide you with the experience that we felt lacking in our childhood. A world that feels as alive as what you see outside, but where you can be what you choose to be.

The realm
Currently, the game supports Immutable Passport with gwei as the default in-game currency. Listings up to 72 hours can be put on the auction house free of charge and with a mere click of the button someone else can fill the exchange!
Upcoming versions will be including functionality for chains such as Flow and WAX. Listings that have been made on a paired exchange will automatically show up in the game.

The game
As a Smith you will be making weapons and armours as aesthetics and metal furniture items. Buy ore from the market place and put your smithing hammer to work! Work your way from basic copper at level 1 all the way up to tungsten at level 50. Chisel away at rare gems and smelt down some gold to sell to the Artisan who will then be able to make jewelry and other jewel embedded decor.

The stories
As for now professions are player locked meaning which ever profession you choose you are locked to that profession until you reach level cap (level 50). Once you max your starting profession you will be rewarded and you will have the ability to choose another profession to max out. Bear in mind you will lose all of your items you have crafted and accumulated as that profession, so it would be a good idea to sell all of said items on the market place before starting fresh with a new profession. Max out every profession for unique titles and rewards!