Tarisland
» see tarisland.com as it lived, on the wayback machine
~ the last words ~
i missed tarisland completely. wrong platform and wrong life-stage for the time it actually existed. by 2024 i was forty, on edge-ai work in ankara, and not running a chinese world-of-warcraft clone on whichever phone was paired to the desk that quarter. either way, the game ran for sixteen months and the western marketing barely registered in turkish trade press at any point.
tarisland was a tencent project, developed by the level infinite studio together with the chinese mobile-mmo studio locojoy, published under the level infinite label everywhere outside china. close enough, the global launch happened on 21 june 2024 with a standalone pc client and simultaneous mobile builds on ios alongside android. the pitch was that wow-style raiding could run on a phone screen, with cross-platform progression between the desktop client and the mobile builds.
the context for the project was the blizzard-netease split. when blizzard ended its china licensing deal in early 2023, the chinese wow servers went off and the chinese mmo audience was suddenly without an active subscription target. for whatever reason, tencent moved fast to ship a wow analogue into that gap. tarisland was the result.
~ the record ~
| Born | 2024-06-21 (global launch on pc with simultaneous mobile builds) |
|---|---|
| Peak | monthly peak around 7 concurrent players by the final months, according to gamalytic and steam charts |
| Killed | 2025-11-04 (servers off at 00:00 gmt, no migration) |
| Lifespan | around 16 months in the west |
| Made by | Level Infinite and Locojoy, published by Tencent |
| Killed by | the wow audience not moving to a tencent clone, the cn server losing pull at the same rate |
~ what it was ~
tarisland was structurally a wow clone with a mobile-first input layer. nine classes at launch, dungeon-and-raid endgame, auction house, talent trees you respec by paying gold. the visual style was a glossy version of the wow stylized fantasy aesthetic. for whatever reason, the english trade press in the launch window described it as a competent clone that ran well on mid-tier android phones, with a monetization layer that was less aggressive than the average tencent mobile title.
the launch window was the high point. western press coverage was steady through july 2024, with most reviews landing as cautiously positive. close enough, the active-player base in the west settled at around 100,000 by the end of the launch month, with most of the audience on pc rather than mobile. the chinese server tracked a higher number but the same shape of curve: a launch spike, then a steady leak.
~ how it actually ended ~
this part you had to be in the live-service crowd for, and i was not. for some reason, the leak became a collapse over 2025. content patches were spaced further apart, the western community managers stopped posting, the chinese server lost its initial pull as the audience drifted to other mobile rpgs. on 4 september 2025 tencent posted the global end-of-service notice with a 4 november cutoff. close enough, no migration path to the chinese server was offered. by the time the shutdown timer started, gamalytic was reporting a monthly peak of seven concurrent players on steam.
the cutoff at 00:00 gmt on 4 november 2025 was clean and unsentimental. characters and items were deleted at the same moment, payment records were not retained. there was no farewell event of any real shape and no last-day raid. the official discord was archived and the support tickets were closed by the end of the same week.
tarisland sits with wildstar on the short list of mmos that shipped as competent wow alternatives at a moment when the wow audience was clearly available and still failed to convert. either way, the lesson the trade press took was that the audience moved on from the genre rather than from blizzard specifically. anyway, the chinese server died on the same shape of curve, which suggests the answer was structural rather than regional.
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