Image
DevlogLatest entry
Building a server-authoritative combat core
The first thing we built was not a sword swing — it was the rule that the server, and only the server, decides whether a swing connects. In an MMORPG, trust is everything, so we put the Gameplay Ability System at the heart of combat and made every ability server-only.
When you attack, the client asks the server to run the ability. The server performs the line trace, checks stamina, applies the damage effect (reduced by the target's armor) and replicates the result back. The client never decides the outcome — it only requests and renders. That single decision shapes everything else: anti-cheat, fairness, and the ability to scale to hundreds of players without giving any of them a way to lie about what happened.
Next up: stamina-gated dodging and a poise system so that positioning and timing matter as much as numbers.
Image
WorldEarlier
Growing a forest with PCG
A medieval world needs wilderness, and hand-placing every blade of grass across kilometers is impossible. So we turned to Unreal's PCG framework to grow vegetation procedurally — sampling the landscape surface, filtering out steep slopes so grass doesn't cling to cliffs, and scattering meshes with natural-looking noise.
The trick on a multiplayer server is cost. Vegetation is visual, so it lives on the client, while the server stays lean and focuses on the things that must be authoritative. The result is a landscape that feels alive without taxing the simulation that hundreds of players depend on.
From a 127-meter prototype today toward a 10–20 km world tomorrow, PCG is how we keep the wilderness believable at scale.
Image
TechEarlier
From 200 to 500 players: one number
Scaling an MMORPG is hard, but some of it is just discipline up front. From the very first commit, the player cap for a world lives in a single configuration value. Going from 200 to 500 players is, on paper, changing one number — because we refused to hard-code that assumption anywhere else.
Of course the number is the easy part; making the server actually handle 500 is the work. That is why Replication Graph optimization is on the roadmap before we raise the cap — so the server only sends each player the slice of the world that matters to them. Design for the scale you want, then earn it.
Beyond 500 lies zone-sharding: many servers, one persistent realm, players crossing seamlessly between them. We are building toward it one honest step at a time.
Never miss an update
New devlogs land in our community first. Join us to follow {game} as it grows.