Persistent online world prototype

MMOOne world. Systems that continue.

A multiplayer world built around ecology, exploration, gathering, crafting, NPC production, community infrastructure, and an economy designed to keep circulating after players log out.

Windows — Coming Soon Linux — Coming Soon

Currently in private prototype development. Public accounts and client downloads are not open yet.

WORLD_SIMULATION PROTOTYPE
WORLDPERSISTENT
SERVERAUTHORITATIVE
ECOLOGYSIMULATED
The world

A place shaped by systems,
not just scenery.

The prototype is being built so resources, wildlife, terrain, infrastructure, and economic activity can influence each other instead of existing as isolated game loops.

01

Living ecology

Trees grow, reproduce, die, become deadwood, and interact with secondary ecology such as animals and insects.

02

Persistent change

World state is stored server-side so terrain, resources, and infrastructure can survive restarts and player absence.

03

Player-built economy

Gathering, crafting, NPC production, roads, towns, repair, and trade are intended to form one connected economy.

Development status

Prototype first.
Scale after the systems work.

The current build is focused on authoritative multiplayer simulation, chunked persistence, ecology, interaction systems, and the foundations needed for a large persistent world.

IN DEVELOPMENT

World simulation

Chunk residency, persistence, terrain state, trees, chickens, resources, and sleeping-world catch-up.

PLANNED

Public client

Windows and Linux builds, launcher updates, account login, and public testing infrastructure.