Tick off the engine
Thirty systems make up this MMORPG. Check each one off as you try it — your progress is saved right here in your browser.
-
Authoritative game server
A real-time, server-authoritative simulation running at 20 Hz: every move, hit, spell and loot drop is decided on the server and streamed to the client over a compact binary protocol — so cheating doesn't work.
-
Browser game client
A WebGL client (Phaser) that runs the whole game in your browser — seamless world streaming, client-side interpolation, and a full HUD: inventory, spell bar, target frame, quest log, minimap and chat.
-
Creator & admin suite
An in-browser toolset — tile map editor, world map, character generator and CRUD editors for every entity — plus a GM dashboard with live metrics, player moderation and audit logs.
-
Characters & classes
Roll a character in one of seven classes — Knight, Warrior, Paladin, Sorcerer, Druid, Assassin or Warlock — each with its own stat and vital growth, an XP curve to level 100, and stats derived from class, level and gear.
-
NPCs & monsters
Populate the world with friendly NPCs and hostile monsters, each with custom sprites, stats, loot tables, spawn points, dialogue and behavior.
-
Friends, parties, guilds & chat
Presence-aware friends, parties that share kill XP, guilds with ranks and rosters, and tabbed chat across global, party, guild and whisper channels.
-
Events & dialogue
A data-driven event system — dialogue, cutscenes and triggers built from point-and-click command cards (show text, give items/gold/XP, set variables, start quests, open shops) that fire on talk, touch, autorun, login or level-up.
-
Quests & shops
Kill and collect quests with XP, gold and item rewards, gated by a conditions engine and handed out through NPC dialogue — plus NPC shops to buy from and sell back to.
-
Spells & combat
Around 105 spells across the classes — damage, heal and buff/debuff — with cast bars, cooldowns, mana, homing projectiles, AoE shapes, lifesteal and DoT/HoT effects, resolved with mitigation, dodge and crits.
-
Items & gear
A full catalog of equipment, consumables, currency and crafting materials — stackable, per-instance, priced for trade, with stats that feed straight into combat.
-
In-browser map editor
Paint multi-layer tile maps with collision and attributes, drop spawns, warps and resources, and link maps into a world — live in the browser, saved to the DB the server reads.
-
Monster AI (aggro, leash, respawn)
Hostile mobs watch an aggro radius, chase and attack, leash home when pulled too far, and respawn on a timer — dropping loot and XP to whoever lands the kill.
-
Gear, affixes & refinement
Per-instance gear rolls random affixes and a rarity tier on drop, then refines from +1 to +10 at the blacksmith — with real success and break odds — and takes gems in its sockets.
-
Gathering: trees, ore & herbs
Trees, ore veins and herbs spawn as harvestable nodes — face one and hold to gather on a cast bar. The node depletes to your bags and regrows on a timer.
-
Crafting & equipment slots
Craft gathered materials into gear and consumables with have/need recipe tracking, then equip across five paperdoll slots — weapon, helmet, armor, legs and boots.
-
Day & night cycle
A full day every ~8 minutes through night, dawn, day and dusk, with a tinted lighting overlay and a HUD clock — and events that can gate on the time of day.
-
Warps & portals
Step on a warp tile or portal to teleport across the world, or walk off a linked map edge straight into the neighbour — no loading screen either way.
-
Farming
Till plantable ground, plant seeds on a hold-to-plant cast, and harvest crops that grow in real time — a renewable loop separate from wild resource nodes.
-
Castle War
Scheduled guild-vs-guild castle sieges: break the guardian stones, barricades and guardians, shatter the Emperium to take the castle, then hold its dungeon and treasure vault.
-
Marketplace & trading
An async auction house — list items (held in escrow) for others to buy in any quantity, with a small gold-sink fee — plus atomic player-to-player trades where items and gold swap at once.
-
Player housing & farms
Every character gets a private, persistent home instance — decorate with furniture and a storage vault, and tend your own instanced farm, separate from the open world.
-
Instanced party dungeons
Your party spins up its own private copy of a dungeon, so the mobs and loot are yours alone — with a safe fallback to the entrance if the instance closes.
-
AI map intelligence
A tile-tagging layer that teaches the engine what each tile means — edges, terrain, structures — so an AI can assemble whole maps from reusable blueprints. In active development.
-
Smarter autotiling
VX-style quarter-tile autotiling already blends borders and transitions across map seams as you paint; next up are animated autotiles — shimmering water and waterfalls.
-
Zoned PvP
Designated PvP maps where the no-damage rule lifts and players fight for contested ground — built on the same server-authoritative combat the guild wars use.
-
Build it all with AI (MCP)
A token-scoped MCP (Model Context Protocol) server already lets an AI author NPCs, items, spells, quests, events and maps; the goal is to author every content type end to end.
-
Z-dimension layers
Stacked z-levels for over/under terrain — walk beneath a bridge, then up onto it via a gateway. Two levels are in; richer authoring and content come next.
-
Community Studio
A /studio where any player drafts the same content admins can — maps, NPCs, items, quests, events — inert until an admin reviews the diff and approves. Live today; the sandbox grows from here.
-
Desktop app
A native Electron client for Windows, macOS and Linux, in its own window — designed and specced, not yet built.
-
Mobile companions
Companion apps for iOS and Android covering select features — market, chat, character management on the go — not the full game.
Go play them
The full game is live in your browser today. Create a character and start checking systems off your list.