GRAVITY Game Max Unveils RAGLAND: Official UGC Platform Lets Players Build and Monetize Their Own Ragnarok Online Worlds
For over twenty years, private servers have occupied a massive yet legally precarious space in Ragnarok Online history. Fans built custom worlds, adjusted drop rates, and hosted tight-knit communities while constantly risking copyright claims. Now, developer GRAVITY Game Max is giving that scene an official home.
During the press conference at RO FESTA 2026, GRAVITY subsidiary Game Max officially revealed RAGLAND, a next-generation User-Generated Content (UGC) platform built directly on the original Ragnarok Online game engine. The platform is designed to provide players and creators with an authorized, no-code environment to build, manage, and monetize their own Midgard creations.
As Narut Poovorakit, Product Lead at GRAVITY Game Max, explained in an interview reported by Bahamut GNN, the platform's core development philosophy centers around three pillars: Create, Play, and Belong.
"Twenty years ago, Midgard was a world the studio built for players," said Poovorakit. "Starting today, this will be a world co-built by creators, players, and partners."

Four Core Modules: Building a Town Without Code
To lower the barrier of entry, RAGLAND replaces traditional emulator setups and code compilation with a visual world builder. Poovorakit noted that the workflow is as straightforward as organizing files on a computer: pick an asset from a menu, drag it onto the stage, and click "Play" to explore immediately with a character.
The platform is structured around four primary modules showcased at RO FESTA:
- World and Map: Design custom towns and landscapes from scratch, whether rebuilding a personalized Prontera or laying out an entirely original city.
- Architecture and Objects: A deep catalog of modular props, including houses, storefronts, street lamps, fountains, and trees, all placeable and adjustable in real time.
- NPCs and Monster Placement: Launching with a verified library of 1,070 official NPCs and monster assets, from Kafra staff, town guards, and merchants to classic monsters like Porings.
- Instant Build and Play: Seamless transitions between editing and live testing, allowing creators to jump in without wait times for packaging, exports, or manual server compiles.
Official IP Protection and Business Model
A major point addressed during the media Q&A was licensing and commercialization. Because all 2D pixel sprites, 3D models, sound effects, and background tracks are authentic, licensed RO assets, private worlds hosted on RAGLAND carry no legal gray zones or takedown risks.
Key operational details confirmed by Game Max include:
- Content Creator Access vs. Server Operators: Joining as a content creator to make custom assets, maps, and music is free. For operators who want to build and manage a persistent online world, dedicated hosting plans will apply to cover ongoing maintenance and infrastructure costs.
- Custom Monetization: Operators retain the freedom to design their own monetization models and game rules, backed by official billing tools and player management systems.
- IP Restrictions and Ownership: The license granted to creators covers usage strictly inside the RAGLAND platform. Original creations developed by users remain their own intellectual property, with GRAVITY authorized to distribute that content to players within the platform. A reporting and review system will handle copyright infringement and plagiarism.
- Creator Support: GRAVITY plans to roll out creator training programs, content competitions, and local community partnerships across key regions in Southeast Asia, Taiwan, and Latin America.
Phased Roadmap
GRAVITY Game Max outlined a multi-phase rollout tailored separately for players and creators:
- Player Early Access (Q2 2027): General players gain early access to test platform stability and explore initial community-built worlds. Creators can begin early world-building, utilizing manual scripting for modules still in development.
- Full Creator Tool Suite (Q1 2028): Complete, no-code visual creation tools, template systems, and the full asset repository become accessible to all creators.
- Global Official Launch (Q3 2028): Full public launch worldwide, featuring the integrated marketplace, community discovery hubs, and official partner programs.