Bionicle: Masks of Power Might Actually Be the Open-World RPG We Always Wanted

Bionicle: Masks of Power Might Actually Be the Open-World RPG We Always Wanted

It feels weird to say that a fan project is carrying the weight of a multi-million dollar legacy, but here we are. If you grew up in the early 2000s, Bionicle wasn’t just a toy line. It was a literal obsession. We had the comics, the weirdly sticky larvae-looking Krana, and those CG movies that looked incredible for the time but probably haven't aged well. But the one thing we never truly got—not even with the official Bionicle: The Game or the Mata Nui Online Game—was a modern, sprawling open-world experience that captured the sheer scale of the island of Mata Nui. That’s exactly where Bionicle: Masks of Power comes in. It’s a project being built by Team-Scree, a group of dedicated fans who basically looked at the current state of Lego gaming and decided to do it themselves using Unreal Engine 5.

Honestly, the ambition here is kind of terrifying.

You aren't just playing a "fan game." You’re playing a love letter to the 2001 "Mata Nui" era, which is arguably the peak of the entire franchise's lore. The team is rebuilding the island from the ground up. You’ve got the shifting sands of Po-Wahi, the frozen peaks of Ko-Wahi, and the bioluminescent jungles of Le-Wahi. It’s not just about walking around, though. The gameplay loop focuses heavily on the "Masks" part of the title. You play as the Toa, and your progression is tied directly to finding Kanohi masks that grant you specific elemental and physical powers. It’s sort of like a Metroidvania, but if it were set in a massive, 3D tropical nightmare full of infected Rahi beasts.

The Unreal Engine 5 Glow-Up is Real

When people hear "fan project," they usually think of janky animations and textures that look like they were ripped from a 2004 message board. Bionicle: Masks of Power is different. Because it’s built in Unreal Engine 5, it utilizes Nanite and Lumen to create lighting and environmental density that actually rivals AAA titles. I’m serious. The way the light filters through the canopy in Le-Wahi or reflects off the volcanic glass in Ta-Wahi is stunning. It’s a far cry from the flat polygons of the original PC games.

The combat isn't just button mashing either. Team-Scree has been very vocal about making the Toa feel powerful but distinct. Playing as Tahu, the Toa of Fire, feels weighty and aggressive. Compare that to Lewa, whose movement is built around verticality and speed. They’ve implemented a "mask-swapping" mechanic that lets you toggle between different abilities on the fly. Need to see through walls? Pop on the Akaku. Need to move a massive boulder? Switch to the Pakari. It’s a tactical layer that adds depth to the exploration. You can't just run to the end of the map; you have to earn your way there by mastering the island's secrets.

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Why This Project Actually Matters in 2026

Lego has a complicated relationship with its history. While they occasionally throw a bone to the Bionicle community—like that small "Tahu and Takua" GWP set from a few years back—they haven't shown much interest in reviving the brand as a flagship. This leaves a massive void. The fans who grew up with these sets are now adults with high-end PCs and a craving for nostalgia that isn't just a 10-minute "build-and-display" experience. Bionicle: Masks of Power fills that gap by treating the source material with more reverence than a licensed developer probably would.

The developers have stayed incredibly transparent. They frequently release "Dev Diaries" and gameplay showcases on YouTube, showing off everything from the AI behavior of the Rahi to the specific sound design of a Kanohi mask activating. They even got original voice actors and composers involved in some capacities to ensure the "vibe" is right. It’s that attention to detail—the specific "clink" of Lego pieces or the way the Toa's joints look like real ball-and-socket connections—that makes it feel authentic.

Combat, Exploration, and the Rahi Problem

Let's talk about the Rahi for a second. In the original lore, the island of Mata Nui was crawling with wildlife that had been "infected" by Makuta’s shadows. In Bionicle: Masks of Power, these aren't just mindless enemies. They have behaviors. You’ll see them interacting with the environment before they notice you. Taking down a Nui-Jaga (a giant scorpion) requires more than just swinging your sword. You have to watch its patterns, use your mask powers to create openings, and manage your elemental energy.

  1. Elemental Energy Management: You can't just spam fireballs. You have to manage a meter that refills as you fight or interact with the environment.
  2. Mask Collection: This is the core "loot" of the game. Finding a new mask isn't just a stat boost; it’s a new gameplay mechanic.
  3. Verticality: The island isn't flat. You’ll be climbing, gliding, and jumping across massive chasms.

It’s easy to be skeptical. We’ve seen a thousand fan projects get "C&D-ed" (Cease and Desisted) by lawyers before they ever see the light of day. However, Team-Scree has navigated this carefully. They aren't charging money for the game. It’s a free project made by fans, for fans. Historically, Lego has been surprisingly chill about non-commercial fan games compared to companies like Nintendo. As long as nobody is profiting off the Bionicle IP, there’s a good chance this project actually makes it to a full release.

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Addressing the "Fan Game" Stigma

Most people assume fan games are buggy messes. While Bionicle: Masks of Power is still in development, the "Steam Playtest" and various demos have shown a level of polish that is frankly surprising. The movement feels fluid. The physics engine handles the "robotic" nature of the characters well—they don't feel like humans in suits; they feel like biomechanical beings. There's a certain "snap" to the animations that mimics the way the actual toys move.

Is it perfect? No. It’s an indie project at heart. You might find some clipping or the occasional framerate dip in the more dense jungle areas. But the scope is what sells it. They aren't just making a small arena fighter. They are making a world. You can find hidden shrines, talk to Matoran villagers who have their own schedules, and uncover lore that was previously only found in obscure 20-year-old books.

The Lore is Deeper Than You Remember

If you only remember Bionicle as "cool robots," you’re missing out on the weird, tribal-futurism that made it special. The game leans into this heavily. It treats the Great Spirit Mata Nui as a deity and the Toa as somewhat reluctant heroes. There’s a mystery at the heart of the island—why are the masks scattered? Why has the darkness returned? By exploring the ruins and interacting with the environment, you piece together the history of the island. It’s environmental storytelling done right.

The team has done a lot of work on the Matoran. In the original toys, these were just small, barely-movable figures. In the game, they are the heartbeat of the world. You visit villages like Onu-Koro, which is buried deep underground, and see them mining, trading, and living their lives. It makes the stakes feel real. You aren't just fighting for the sake of fighting; you’re protecting a society that is genuinely trying to survive a hostile environment.

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Technical Hurdles and Community Support

Building an open world in UE5 is no joke. The team has had to tackle major hurdles with optimization. Mata Nui is a big place, and loading it seamlessly without loading screens is a massive technical feat for a volunteer team. They’ve utilized "Level Streaming" and other modern techniques to keep the immersion intact. The community has been a huge part of this, too. Through Discord and Patreon (which funds the development tools, not the game itself), fans provide constant feedback. It’s a collaborative effort that has kept the project alive for years.

How to Actually Play It

Right now, the best way to keep up with Bionicle: Masks of Power is through Steam. You can add it to your wishlist, which helps the developers see the level of interest. They occasionally open up playtests or release new demos. It’s important to remember that this is a "when it's done" kind of project. There is no hard release date, and honestly, we shouldn't want one. Rushing a passion project like this is how you end up with a shell of a game.

What’s available now is a proof of concept that proves Bionicle still has legs. It proves that the "constraction" (constructible action figure) aesthetic works in a high-fidelity gaming environment. If you’re a fan of Zelda: Breath of the Wild or Elden Ring, but you also have a drawer full of plastic masks somewhere in your parents' attic, this is the game you should be watching.

Actionable Steps for Bionicle Fans

If you want to support the project or just get a taste of the island of Mata Nui again, here is what you need to do:

  • Follow the Official Steam Page: This is the primary hub for updates and the most likely place for a public build to drop.
  • Join the Discord: The developers are surprisingly active there. You can see behind-the-scenes assets, concept art, and participate in community challenges.
  • Check out the "Masks of Power: Legacy" Build: This is an older version of the game that gives you a feel for the mechanics, though the new UE5 version is a complete overhaul.
  • Watch the Dev Diaries: If you’re interested in how games are actually made, their YouTube channel is a goldmine for Unreal Engine 5 tips and Bionicle-specific design philosophy.
  • Keep Your Expectations in Check: Remember this is a volunteer effort. It will take time. But based on everything we’ve seen, the wait is going to be worth it for anyone who ever dreamed of being a Toa.

The project represents a shift in how we consume media. We no longer have to wait for a giant corporation to decide our favorite franchise is "profitable" enough to merit a high-quality game. We have the tools to build it ourselves. Bionicle: Masks of Power isn't just a game; it’s a statement that Mata Nui is still worth exploring.