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1st Dev Update!

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[#2]

Final Bastion Online MMORPG – Development Progress So Far

I’ve been developing a PvE fantasy MMORPG built around an unusual goal: one persistent world that can eventually be maintained by its community without cryptocurrency or permanent dependence on a centralized game server.

The project uses Unreal Engine 5 for the playable client and world-authoring tools, while a custom Rust engine controls authoritative simulation, persistence, validation, and networking.

Here is what is working so far:

  • A deterministic Rust world simulation with fixed ticks, reproducible snapshots, clean shutdown, and state recovery.
  • Multiple validator processes that compare regional state, reach consensus, detect disagreement, and preserve canonical world history.
  • Two operational regions, Greenhollow and Farshore, with three validators assigned to each.
  • Certified regional handoffs that allow characters to cross between regions without duplication or loss of authoritative state.
  • Persistent accounts, one-character-per-account enforcement, reconnect tokens, session leases, heartbeat handling, logout, and administrative recovery tools.
  • An Unreal client connected directly to the Rust engine, with authoritative multiplayer movement, rotation, jumping, targeting, combat, death, respawning, and remote-player smoothing.
  • Replicated health, endurance, and aether resources, along with inventory and equipment interfaces.
  • Creature spawning, combat, pursuit, deterministic navigation, separation behavior, patrols, healing, death, and timed respawning.
  • Unreal tools for exporting collision and navigation data so Rust can simulate movement against the actual game world rather than relying on hardcoded geometry.
  • A visual habitat-authoring system for placing creature spawns, patrol routes, home areas, rulesets, and respawn settings directly inside Unreal.
  • Initial universal communication support, including direct character-to-character messages.
  • Extensive automated tests covering consensus, persistence, movement, combat, regional transfers, inventory commands, snapshots, and other deterministic behavior.

Several difficult multiplayer problems have already been addressed, including movement latency, remote jump and landing animation, ramp traversal, creature pathfinding, regional reconnects, snapshot convergence, authority cleanup, and synchronized resource state.

The larger design now also includes:

  • A signed, content-addressed launcher and community update-distribution system.
  • Account recovery and changeable character names backed by permanent unique account and character IDs.
  • A universal chat identity system that can distinguish players even when they use the same visible name.
  • Open-ended skill progression with tiers, diminishing returns, non-use decay, permanent mastery floors, and accelerated recovery.
  • A player-created magic system supporting both hotbar casting and deliberate mouse-drawn spell forms.
  • Local AI companions whose identities and private memories remain on the player’s computer.
  • Community-operated validators, regional authority committees, signed ruleset updates, and long-term world recovery.

The project is still an early prototype, but it has moved beyond a design-only concept. We now have a functional distributed world simulation, multiple synchronized validators, connected Unreal clients, persistent characters, cross-region travel, combat, creatures, navigation, inventory, and early communication systems.

The next phase is focused on turning these foundations into a more complete gameplay loop while continuing to harden accounts, identity, chat, distribution, and community validation.


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