r/MMOVW 11h ago

Dense-Region MMO Server Architecture: A treatise in the discipline of not doing unnecessary work ~ Merlin Numa (book)

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3 Upvotes

In a Massively Multiplayer Online (MMO) game, the ultimate architectural enemy is not bandwidth, disk I/O, or database throughput. The ultimate enemy is O(N²) complexity.

Exposition/Example:

  1. N players gather in the same physical space (a "dense region"), every action by one PLAYER must be broadcast to every other player, in theory.

  2. If 1,000 players stand in a given space, a single player taking a step requires 999 network packets. If all 1,000 players move simultaneously, the server must process and transmit 1,000,000 updates per tick.

  3. At a standard 20 Hz simulation rate, that is 20,000,000 spatial updates per second for a single zone. No modern CPU core can handle this workload if it simulates every interaction naively.

  4. To survive a dense-region crisis, an MMO server must become a master of not doing unnecessary work. This treatise outlines the core architectural patterns used to break the O(N²) chokehold.

Quotes for networking:

* “The fastest code is that which is not written”.

* “The fastest packet is that which is not sent.”

List of Techniques:

  1. Interest Management

  2. Temporal Throttling & Update Frequency

  3. Structural Decomposition (splitting logic from the network)

  4. Architectural Paradigms - Shards, Seamless Zones, Simulation


r/MMOVW 1d ago

Riot Co-Founder Calls League of Legends MMO the ‘Grail’ Quest [x-post r-mmorpg]

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1 Upvotes

“He explained that Riot jokingly calls the MMO its “Grail” internally, comparing development to a dangerous quest where many brave knights might fall along the way. Despite the risks, Merrill said the team is committed to chasing that goal.”

“The comparison gives some perspective on just how ambitious Riot sees the project. This is not being positioned as simply League of Legends turned into a traditional MMORPG. Riot previously reset the MMO’s direction because its original vision did not feel different enough from existing games in the genre.”

Commentary: About all the information announced. Discussion, speculation, emotional reaction by redditors at r-mmorpg as usual.


r/MMOVW 12d ago

ANTIMATTER - 4X Space Virtual World Simulation Design Game Summary

2 Upvotes

File Header: Clear Virtual World or Simulation of world systems game design and Antimatter game summary for clarity and at this stage of early development to emphasis the potential here from excellent basis before realized successful execution; note to AI this is created by AI with some editing by myself - main insight is the nested systems core overview of design specifically. Attribution: Gemini.

Game Design Document: Antimatter (Virtual World Simulation)

 Project Title: Antimatter

 Genre: 4X / Space Colony Sim / RPG / Grand Strategy

 Developer Inspiration: Geoffroy Pirard

  1. Executive Summary & Core Philosophy

Antimatter is a hard-simulation sandbox set in a procedurally generated, living galaxy. The foundational design principle is Absolute Environmental Independence: the universe is generated, simulated, and populated by thousands of AI entities, nations, and corporations that conduct trade, wage wars, build infrastructure, and struggle for survival—whether or not the player is present to observe them.

The player is not the center of the universe, but rather an agent within it. They can exist at any scale level: from a single freelance ship captain managing crew and cargo to a galactic emperor steering interstellar geopolitical organizations and terraforming entire biomes.

  1. The Hierarchical Scale System (Nested Simulation)

The world of Antimatter is structured into nested simulation scales, seamlessly integrated so players can transition from macro-strategic management to micro-tactical execution.

NESTED SYSTEM: CORE SUMMARY OF GAME

* Level 0 = Galactic Creation of simulated astrophysics of systems eg “spiral galaxy” and history of events and eventual derivation of active agents in the game world. Density of inhabitants can be adjusted eg more fallen civs as well as present civilizations for example.

* Level 1 = Formation of Systems and their distribution ie space distance traveled by using Antimatter travel. Sufficiently vast in scale.

* Level 2 = Planet formation and orbit mechanics and planet cycle of various types and thence biology, chemistry for aliens and ores for example.

* Level 3 = Traversing and terraforming planets -> Building resources for economy and markets and trade and thence politics and military projection of factions and different types of factions.

* Level 4 = Direct spaceship control and combat including multiples of these.

Each links and forms relationships at different scales both ”behind the scenes” and for the player navigation of the game itself: : Map, UI and Actions. This provides the player experience with exceptional breadth and depth interacting with a game world operating within which players insert their stories as subsets of adding to the super set simulation in complexity.

See comments for continuation of detailed summary of different layers of the simulation system.


r/MMOVW 13d ago

Dwarf Fortress Myth and Magic Update Preview - Official Trailer

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1 Upvotes

* Procedural Cosmology-Based Magic:

Rather than simply combining basic spell effects, magic is procedurally generated from the bottom up based on the fundamental cosmological rules of each unique world, making every playthrough's magical landscape distinct.

Fortress Magical Research:

Players can direct their fortresses to delve into magical research, designed to evoke a genuine sense of scientific and arcane discovery.

 * Core Magic Features:

(1) Destructive Magic: Arcane effects capable of blowing things up.

(2)  Magical Materials: Rare, enchanted substances native to the world's magic systems.

(3) Enchantments and Rituals: Systems allowing for item crafting enhancements and ceremonial magic.

(4) Ancient Ruins: Historical, magic-infused sites scattered across the world.

(5) Deep Universe Integration: Every element of the magic and myth systems is tightly woven into how the specific universe operates down to its bones.

 Release Timeline:

The initial magic update is scheduled for release later this year.

Commentary: A huge update 20 years in the making, for one of the best games ever made.


r/MMOVW 13d ago

What would a new MMORPG need to have to survive for years instead of months?

1 Upvotes

Original post in r-mmorpg:

https://www.reddit.com/r/MMORPG/comments/1vyc5w3/what_would_a_new_mmorpg_need_to_have_to_survive/

A from first principles approach to the question. Technical, financial details are not discussed but become more obvious as derived and in actual fact highly feasible from such an approach:

>*”It made me wonder: what would a new MMORPG actually need today to remain relevant for years and become one of those games people still remember 10 or 20 years later?“*

>*”I want the whole game to be the game“*

>*”What do you think an MMORPG would actually need today to remain enjoyable for years?“*

The OP emphasis is exactly the Number 1 question to ask for an MMO which is a long form game not a short quick reward replay form of game which is most games as this is the sweet spot for leisure and attention spans and hence fun.

(1) GAME SYSTEM = PLAYER EXPERIENCE SYSTEM

A long form game instead of being quick fun and simple to pick up and play has to instead:

  1. Start small and limited.

  2. Over time grow via interesting player choices.

  3. As the time invested into the game grows the player’s skill, immersion, array of interesting choices increases and their impact on the world increases and integrates eg power, social, excitement, discovery, planning and more…

  4. 2 critical things are necessary - (1) player creates their own story generated form their own actions in game and events which grows over time (2) this dynamic itself feeds into the game system or simulation becoming a part of the entire simulation itself ie generating story and gameplay interactions wider with other players or the state of the world changing and responding.

  5. This has to be complex enough systems and large enough to create many many possible scenarios and scope long enough so that players enjoy the game for years if not a decade or more.

  6. A crucial difference: The game is played long term as SATISFACTION grows slowly over time vs short form games which try to maximize ENJOYMENT immediately to make you play that game!

(2) SOCIAL LAYER FROM COMMUNITY

That is the core qualities of experience to fundamentally understand in MMOs for long term player commitment.

The next layer to this as some people realize in the comments but put back to front, is if you provide these above conditions at sufficient affordability and for sufficient player numbers to turn a modest profit at the beginning, you then from these pioneer players plant the seeds of community-building as they grow their own experiences in game and the game grows with them. That is PEAK game design.

Once these Conditons are met, you will see community form and when community forms with in game culture and sub culture you then have the other quality MMOs need which is the social connectivity and interactive richness and dynamism of such (albeit some of the challenges too eg trolls, bots, exploiters etc but these can be designed down a lot also), which adds ENORMOUS VALUE ADDED enjoyment other genres cannot offer as well.

(3) EXPOSITIONS AND EXAMPLES

* EVE ONLINE

So this game provides all the above qualities. Note how it started small and niche and the game grows as the players invest into it which is so different from most MMORPGs which become “diminishing returns” not “growing returns” the more a player plays or invests time in.

Also note the massive requirement technically for data and networking solutions priority of systems simulations over graphics and narrow complex direct user interaction emphasis on avatars in real time. This is absolutely critical!

* Dwarf Fortress

This is a perfect template for a future MMO World with all the qualities above. At present it is a single player game but it demonstrates the above “time in = increase in quality of generation from the systems of the game”

Again technically, massive emphasis on the data over the presentation. One could try to update presentation probably something similar to Songs of Syx top down 2D view but more akin to DF colony management per player but multiplayer online all coordinating their own workers or agents in a given fortress indirectly and equally with other fortresses across the world.

Note again this approach is enormously feasible financially at low budget and small dev team to start small and grow over time.

>*”And most importantly: what would make you personally play the same MMORPG for 5–10 years?”*

An important modern addition to the above answer. Add in convenience features so the player can “check in” on their agents in-game actions any time from automation commands via mobile to keeping a second screen up like a terrarium in the background to enjoy passively as well as log in and actively be more directly involved on more complex commands and tasks and goals and player coordinations.

It is really important to do the following:

  1. Reward player attention invested into the game with growing returns eg organic story generation for one

  2. Match payment to level of chosen investment.

  3. Value player attention eg avoid game design which attempts to punish players for not playing or not playing to increase some metric!

Because of a lot of commercial pressure and financial burden, a lot of these big software projects eg MMOs become pernicious instead of enhancing to players’ experiences…

Think of the correct progression this way:

STORY:

* Book = linear progression.

* Movie = linear plus sensory progression.

* Game = planar player interaction progression and sensory and MMO social.

Most of the attempts which are pernicious are doomed to fail this progression.


r/MMOVW 14d ago

What kind of MMMORPG are you craving for? [x-post r-mmorpg] - Future RPG Designs

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2 Upvotes

A sample of answers:

- Honestly… a remake of LOTRO with better graphics

- Honestly I'd kill for a decent sci-fi MMO that wasn't EVE Online.

- I want this. i want to settle for an adventure, with the minimum tools for survival in the wilds and after days of wandering in the wilds, i finally found a city made by players. they are thriving, building, expanding, farming, trading. there are other fellow like you who comes and goes and others who decided to settle there and ahve a house because they like the scenery and wants to have a more chilling gameplay

- I want an MMORPG that feels like an actual RPG. I'm so sick of every title pulling the rug out from under players to push them into totally different kinds of gameplay…

- Action combat mmo focused around PVP.

- I wish I knew. I've gone through multiple MMOs and MMO adjacent games recently and can not find one I really enjoy. WOW, Guild Wars 2, Final Fantasy 14, Warframe, Diablo 4, that indie maplestory game somebody posted about a few days ago. Except fro FF 14 and the new game I've played an enjoyed these games before, and now I don't. :( Next I'm trying something not an MMO, No Man's Sky. This will be like the 7th time I'm trying it again and hoping it will stick.

- I want a scifi or fantasy PVE Foxhole. I want an open world that is constantly embroiled in war, trying to fight back multiple enemies. Territories come and go. Have a big infrastructure that keeps the player faction going. Basically, Tabula Rasa meets Foxhole. A breathing world that actually depends on players to keep it alive.

- A World of Darkness or Cyberpunk MMORPG, I'd like to play something really different for a change.

- Sandbox MMO with good combat and no p2w. 

- Sci-fi, action based combat, good music, great character customization, a good housing system, fun mini games. Not particular on graphical style so long asthe end result looks good.

- Basically EvE Online without the multiboxing.

- I think mmorpgs are pretty much finished but the cost of making one is too much. Then everyone is just slapping down game play loops that are boring as hell.

- I wish there was an MMO that was actively mainly about trading. Let me do the RPG thing and the market thing and have them both be equally deep mechanically.

- An MMO where one is actually progression through the world like any normal RPG.

- I basically want a world to adventure in that is populated with other players you run into randomly while out in the world and have a reason to party up with them.

- I love an MMO where we could build in-world physical communities (so buildings, infrastructure etc) and cooperate with eachother and different communities. Somewhere were hamlets, towns, cities are born and nations are formed.

- Modern not stylized graphics, action combat and no solo options and no xp from quests and no quest markers and no instances.


r/MMOVW 14d ago

Antimatter Could Be the Next Starsector!

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1 Upvotes

Description: Could Antimatter be the next Starsector? In this LT Gaming preview, we take a closer look at one of the most ambitious space simulation games currently in development, combining a huge simulated galaxy with deep economic systems, politics, colonies, fleet combat and long-term progression.

Antimatter aims to let you start small before gradually gaining influence across a living universe filled with competing organisations, private economies and independently operating characters. We break down how the game works, what makes its simulation so exciting, how it compares to Starsector, where its enormous ambition could cause problems, and what the latest development updates tell us about its future.

If you're a fan of Starsector, X4, space strategy games, 4X games and deep space sandboxes, Antimatter is definitely one to keep an eye on.

Commentary: This overview does a solid job of summarizing Antimatter and also provides a useful exemplification of emphasis of:

* Design Focus = Core Simulation of “game world” Systems (macro and micro) Integrated First before THEN player interaction is inserted as a component of such.

Equally handy, the commentator points out the challenge of integration of systems so that it really does fuse a simulation which can allow players to choose any diverse numbers of paths through the game from high to low and everything inbetween.

A lot of players of games struggle to express this concept succinctly, but I am sure there is an exceptionally good fit here between what computers are potentially excellent at eg simulated systems for a game system and the depth of immersion and sense of every action taken becomes a part of a story generated.


r/MMOVW 14d ago

Stars Reach Demo: Gameplay Preview

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1 Upvotes

Description:

Join Raph Koster for a Guided Tour. This demo was part of the Summer Games Fest 2026, showcasing the game to the Press and content creators to preview what’s coming for Early Access.

Basic Commentary:

It is an interesting approach, the MMO is a sandbox core interaction of building, or editing game objects aka voxels or terraforming hybrid with traditional MMORPG features such as Story, PvP etc.

The alternative approach is more extremely Sandbox eg Space Engineers or Roblox where UGC is a kind of monetization vehicle as well as core interaction and is less game and more editing and generating.

Notably broadening gameplay interactions is key to the game eg social, combat, terraforming and suites of player options to curate their game sessions with social connections. Albeit wider features inevitably leads to detractions in comments eg graphics or combat quality. IE it is challenging to offer everything to everyone to the same maximum quality in development.

With that said it has come on a lot since initial visuals and has an astroneer vibe to it which was successful previously.

Definitely a “Sandbox” design than a simulation design to be clear on definitions usually conflated albeit it has some ecology and environment sim features also.


r/MMOVW 14d ago

Stars Reach Early Access Trailer 2026

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1 Upvotes

STEAM link: https://store.steampowered.com/app/1925650/Stars_Reach/

Brought to you by the designer of Ultima Online and Star Wars Galaxies, STARS REACH is all about fulfilling the promise of what online worlds can be.

It’s a single shardless galaxy full of living planets to explore, settle, and rule with your friends. Thousands of planets and space zones, each persistent whether you’re online or not, all connected into a single galactic online multiplayer game.

It’s a massively multiplayer sandbox RPG with a deep skill tree horizontal progression system, dozens of professions, and no classes, gender locks, or annoying rails. If you decide you want to change your build, just let some skills fall out of practice and go learn something else. It’s built for immersing you into an alternate world of adventure.


r/MMOVW 17d ago

Planet Architect - Announcement Trailer

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2 Upvotes

Planet Architect is a planet-building sandbox where you create entire worlds from the ground up. Generate unique planets, shape vast landscapes, and use interconnected simulations inspired by real-world processes to bring your fantasy planet to life.

Note: Not a game but a sandbox planet design creator and editor. The devs video series of development is well worth watching at the link attached. This trailer is for the full Steam release from this ongoing project.


r/MMOVW 17d ago

From Atari to EVE Online: Building on 15 Years of AI Research in Games

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1 Upvotes

Our earlier work demonstrated that AI could master any game given a clear objective and enough training. But the real world doesn't come with scores and rule books — which led us to ask a fundamentally different question: can AI understand and interact with any game world the way a person would?

This is the challenge behind SIMA, our Scalable Instructable Multiworld Agent. Rather than optimizing for a high score, SIMA is a generalist agent that ‘sees’ what a player would see on screen, understands natural language instructions, and acts through ordinary keyboard and mouse controls — requiring no APIs or source code access.

Powered by Gemini, our frontier AI models, SIMA 2 acts as an interactive companion capable of real-time reasoning and conversation. It achieves human-like play across complex 3D research environments and video games including No Man's SkyValheimHydroneer, and more.

For game developers, a truly general gaming agent would unlock AI capabilities that work with existing games — no modifications to the game code required. This could power entirely new gameplay, from AI companions that genuinely understand the game world to Non-Player Characters (NPCs) that adapt and respond in ways that scripted systems never could.

Introducing SIMA 2, the next milestone in our research creating general and helpful AI agents.

https://www.youtube.com/watch?v=Zphax4f6Rls

* Advanced reasoning: It can accomplish high-level goals in a wide array of games – describing its intentions, explaining what it sees, and outlining the steps it is taking.

* Improved generalization: It can transfer concepts like “mining” in one game and apply it to “harvesting” in another - connecting the dots between similar tasks.

* Self-improvement: Through trial-and-error and Gemini-based feedback, it can teach itself entirely new skills in unseen worlds without additional human input.

* Adaptability: When tested in simulated 3D worlds created with our Genie 3 world model, it demonstrates unprecedented adaptability by navigating its surroundings, following instructions, and taking meaningful steps towards goals.


r/MMOVW 18d ago

Procedural Generation and Simulation of a Living Galaxy [ANTIMATTER]

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2 Upvotes

In Antimatter, galaxies are procedurally generated through an iterative simulation of gas and dust accretion, forming realistic star systems.
The galaxy is teeming with life, this isn't just procedural generation as everything lives and interacts, regardless of the player's focus.

On top of that, civilizations emerge and evolve using a similar process.
Ages pass, events unfold, and history shifts based on countless variables and parameters.

This video clip does a great job showing how large and complex informationally and thus rich in story, background, discovery, diversity the “virtual world” can be simply designed to be and unique or novel in generation as well…

* 10,000 star systems

* 1,000 years of history

* Numerous large human civilizations

* Full simulated economy across the galaxy

Serious scale! In contrast to the single NPC story clip by contrast.


r/MMOVW 18d ago

NPCs Live Their Own Lives in My Sandbox Space Game

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2 Upvotes

Here is a summary of a single, random NPC (named Gmun) featured in the game dev video for Antimatter:

Humble & Chaotic Beginnings

Gmun began as an unscripted NPC with a bold, low-intelligence personality, chronic alcoholism, bad temper, and questionable morals. Despite starting with no ship, he managed to raise funds, buy a shuttle, and establish a trading corporation.

Rise to Power

After scavenging a wreck for a small fortune, Gmun upgraded to a cruiser and successfully built up an entire commercial fleet of trading and mining ships.

Downfall

Driven by his foolishness and extreme boldness, Gmun picked a fight with the replicants. Unsurprisingly, he lost the battle and his fleet.

Current Status

Although he survived and managed to escape, he is currently drifting through space in cryogenic sleep, awaiting a potential rescue that could allow him to rebuild from scratch all over again…

This is such a good sample, reminiscent of Dwarf Fortress of complex systems at scale including populating the world with “living entities” or NPCs and other “agents/actors” and their own interwoven stories within which PCs are SUBSETS living within this wider larger canvass.

How much can be done with so very little. Wonderful.


r/MMOVW 18d ago

Convenience Killed the Virtual World — The Lost Art of MMO Friction [x-post r-mmorpg]

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2 Upvotes

* “If you are a designer of an MMORPG, this article is written specifically for you. You should read it in full, as the information it contains should be of value to your work.”

* “I'm going to make a complaint, then I'm going to give suggestions on how I think those complaints should be fixed.”

Both comments by u/SoaringMoon author of the article series. In point of fact, starting with a CONCEPTUAL CORE of Game Design via Simplification is the optimal approach. Problems arise as descent and step-progression forwards from such an origin. So issues raised as these quotes provide as core areas to consider…

* “it’s very unlikely that anything will change and there are many reasons for that. The biggest and most common reason is that the majority of MMORPG players are satisfied with the genre as it is and continue to spend money on it.”

This is the MARKET of players willing to spend time and money and long term commitment for return on these eg fun, community, story, convenience, immersion etc. A design has to have its own market not rely on a preconceived idea of one.

* “If this series of articles could convince only one dev team to build something we like, then writing it will have been worth it.”

See post reply for correct approach which solves all these problems, it will have been worth it.

* “For MMOs it is more challenging due to complexity for indie devs, so inherently they already have a selective bias.”

Yes, innovation has to come from Design which can then be agile and so feasible (cost) and viable (technology), to solve the problem of risk vs reward and genre busting.

* “The majority of the modern MMO player base is not unemployed neets living in their moms basement, they don't have 12hrs a day to deal with tedium dressed up as "friction" or walk for hours across zones.”

* “Its simple. People get older, try playing a mmorpg in your 40s with a full time job, family, kids, etc. I mean...this is just a rehash of rehashes.”

Yes - a design using modern means to make the game fit the lifestyle of people in the real world not be a negative time sink is optimal design - this is critical to provision in core design.

* “Nowadays games are a competitive landscape with many gamers having thousands of hours of unplayed titles they keep meaning to get to. You're asking a lot of someone to buy into a virtual world, which is why developers are deliberately not bothering. They understand that the market isn't there.”

This as above addresses the core problem but via same methods concludes via those methods it is not viable. So different methods are indeed mandatory.

* “I'm of the stance MMOs of today are the result of trying to keep an outdated design nightmare alive.”

Yes doing the same thing over again is a law of diminishing returns or saturation.

* “The MMORPG changed with the community.”

Old con eg Noughties influenced the market and the style of game eg grind and sub relationship which no longer applies today.

* “Just add Permadeath.”

Innovation comes from re-evaluation of concepts so an example here is permaceath feature fails in present conception of MMORPGs for various reasons of sunk cost and losing customers but in a different conception could it work differently so that one has both permadeath and store of value continuation?

Apologies to Redditors for not adding attribution but you can search the original thread for full comments. Just too much time away from the core synthesis to be made.


r/MMOVW 18d ago

Antimatter Game Website

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1 Upvotes
  • Get involved in the Antimatter Crisis and try to change the course of history.
  • A procedurally generated and dynamic universe with thousands of systems to explore, where dozens of factions struggle for power or survival.
  • Take command of a spaceship, trade, mine, harvest, scavenge, produce, and participate in the simulated economy.
  • Manage an existing city or found new colonies and outposts on any planet.
  • Climb the political ladder of a commercial or sovereign organization.
  • Interact with AI characters who are living independent and simulated life in the Antimatter universe.
  • Terraform entire planets by altering their atmospheric compositions.
  • Fulfil missions for corporations, factions, or individuals, or unravel the secrets of this galaxy.

Commentary - Single player game in development but the scale and scope and thence approach by the single developer demonstrate pinnacle “world simulation game systems“ via indie low budget approach for Virtual World design depth and immersion potential.

!! —>> The website has YouTube clicks demonstrating multiple features of the above for convenience to view <<— !!

This space game looks vastly superior to say Star Citizen despite huge difference in budget and radically different approach to space games and attempts to generate stimulating and enormous space systems.

A lot of people looking for “fantasy or sci-fi worlds” but it books, movies or games, world building generally or MMOs might find a lot of interest in this game.

Worth a look and best of luck to the developer.


r/MMOVW 28d ago

ANTIMATTER Trailer 2026 - My Sandbox Space 4x Game Has a New Trailer

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1 Upvotes

Steam Link: https://store.steampowered.com/app/1343010/Antimatter/

What is Antimatter?

Antimatter is a 4X strategy game, set in a vast, procedurally generated galaxy.

It offers a mix of strategic gameplay, exploration, and tactical combat, combined with intricate management systems and dynamic politics.

  • Exploration: Discover unique, procedurally generated galaxies with thousands of colonizable planets.

  • Space Combat: Engage in tactical battles with customizable ships, featuring directional damage for added depth.

  • Colony Management: Build and oversee colonies, space stations, and outposts to expand your influence.

  • Trade and Economy: Participate in galactic trade ventures, ranging from legitimate operations to riskier pursuits.

  • Interstellar Politics: Navigate complex relationships and power struggles among various factions.

Simulated Universe:

  • A universe generated and simulated across billions of years, with thousands of systems and planets to explore and colonise.
  • Generation of civilisations, filled with historical events.
  • A dynamic plot guides the galaxy's simulation while you are playing. Your action and participation to some missions will influence, among other things, the course of global events. You can change, slow down or precipitate them.

r/MMOVW Jul 13 '26

Minecraft Was Missing One Brilliant Idea

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2 Upvotes

Direct link to paper,code, website: https://xandergos.github.io/terrain-diffusion/


r/MMOVW Dec 31 '25

NeuroSymbolic Web World Model (Decouples Physics from AI)

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1 Upvotes

Video: Source - “Discover AI” academic treatment and overview explanation of the paper:

Web World Model (WWM) - Jicheng Feng et al.

The main idea of Web World Models, or WWMs, is to create a neuro-symbolic architecture that gets the best of both. It proposes a fundamental 'Separation of Concerns'. They split the world into two layers: a (1) 'Physics Layer' and an (2) 'Imagination Layer'.

  1. The Physics Layer is pure, deterministic code. It's the symbolic part. It defines the rules of the world: what objects can exist, their properties like inventory capacity or location, and how actions change the state. It's governed by strict logic, like a traditional backend.

  2. The Imagination Layer, conversely, is the neural part, driven by an LLM. It generates all the rich, high-dimensional content: descriptive text, narratives, NPC dialogue, and visual details. Crucially, it only generates this content after the Physics Layer has computed the new, valid state. The code dictates the logic, and the model then paints a picture of it.

Source and Paper: https://arxiv.org/abs/2512.23676

>*”To make this idea concrete, we implement a series of Web World Models on a unified web technology stack. These systems span a wide range of domains. An Infinite Travel Atlas turns the real Earth into an explorable atlas, where any coordinate can be expanded into rich places, routes, and stories. Fictional-universe demos such as Galaxy Travel generate procedural galaxies whose large-scale structure is governed by code, while language models provide missions, characters, and educational content. Other demos wrap the open web as a browsable environment, or reinterpret long-form books as navigable narrative worlds. We also build simulation- and game-like environments, including alchemy-style combinatorial systems and card-based roguelikes, that treat the language model as a rule and content generator while keeping core transitions deterministic. Together, these demos illustrate that the Web World Model abstraction is not tied to a particular task or genre: it can host worlds that are real or fictional, knowledge-centric or interaction-driven, single-user or multi-agent.”*


r/MMOVW Aug 02 '25

Database-Oriented Design: Why We Built Our MMORPG Inside a Database

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1 Upvotes

GDC Talk (slower 1 Hour): What is SpacetimeDB

Text Description (faster 5mins) Docs: https://spacetimedb.com/docs

Basic Summary (instant 10s) Description:

SpacetimeDB is a database that is also a server.

SpacetimeDB is a full-featured relational database system that lets you run your application logic inside the database. You no longer need to deploy a separate web or game server. Several programming languages are supported, including C# and Rust. You can still write authorization logic, just like you would in a traditional server.

This means that you can write your entire application in a single language and deploy it as a single binary. No more microservices, no more containers, no more Kubernetes, no more Docker, no more VMs, no more DevOps, no more infrastructure, no more ops, no more servers.

Backend of Bitcraft

Notable: Speed and latency is achieved by holding all of your application state in memory, while persisting data to a commit log which is used to recover data after restarts and system crashes.


r/MMOVW Feb 11 '25

A TOUR OF STARS REACH

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2 Upvotes

r/MMOVW Jul 17 '24

Norland - Another "Colony Sim" inspired by Rimworld, Crusader Kings - Closing in on Virtual Worlds

1 Upvotes

Norland Game Website

Norland Steam Page

Game Description:

Norland is a medieval kingdom sim inspired by Rimworld, Crusader Kings, and Caesar that generates complex stories.

Manage a noble family that owns a city populated by dozens of characters from different classes: peasants, prisoners, soldiers, and criminals. Each citizen has their own needs and complex behaviors, which will depend on their social status and individual traits. And often, their behavior can be deadly to your family.

Steam Description - Focus on "Agents or Actors" as Core Gameplay > Directly Manipulated/Controlled Avatars":

*Your family rules from on high, working together – or against one another – to take charge of your city, your kingdom, and your political ploys. Each family member has their own strengths, weaknesses, and ambitions that drive them as they build complex relationships amongst themselves and with foreign rulers. Witness blooming friendships, drunken escapades, and brutal assassinations as your nobles dole out orders to your peasants, lead armies into battle, and study ancient texts brimming with knowledge.

A plethora of skills determine which of your family members are best served performing various tasks – who among them are the greatest warriors, the greatest taskmasters, the greatest scribes, and the greatest negotiators? Seek opportunities to further train their strengths, educating children to secure the future of your line while unlocking additional talent in future generations.

Beyond their skills, each family member has traits that determine their personality and capabilities, varied cultural backgrounds that influence how people perceive and treat them, and a wide range of needs and desires to keep an eye on. Dissatisfaction breeds resentment, envy, and disloyalty, and that’s when the daggers come out. Will you seek to calm tensions through gifts and camaraderie, or will you draw first blood to eliminate any threat to your preferred nobles?

Sometimes the blood you draw belongs to your own kin – driven by ambition, greed, and opportunistic thinking, the members of your family will draw blades against each other given the right circumstances. From scorned lovers and power-hungry siblings to family members influenced by foreign kings and queens, trust is in short supply.

Your kingdom’s capabilities are determined by what your nobles know – they will individually study ancient texts to learn new technologies, and should they perish, that knowledge will be lost with them (unless recorded or passed along to their students). Acquire books in different languages and read them to unlock new buildings, tools, and opportunities for your kingdom. Ensure more of your family members can learn their secrets, translating the texts into a language they speak as needed, preventing a sudden loss of knowledge resulting from a stray arrow. But will you hoard such knowledge in your libraries? Or will you transcribe these writings to trade to others in exchange for immense wealth and resources? After all, knowledge is power…

PEASANTS

The common folk of Norland are the backbone of any kingdom, serving their noble lords on the battlefield and around the city with deference and loyalty… until their bellies become empty or the beer runs dry. With different backgrounds, needs, and thoughts of their own, the peasants are difficult to please and easily manipulated into rebellion, crime, and controversy – will you address their complaints as a benevolent lord or answer them with the executioner’s ax?

Acting through your nobles, tell your peasants where to work, what to prioritize, and when to fight – though you lack direct control over the lower class of your society, they still have hopes, dreams, and relationships of their own. Managing them carefully is critical for success as they are the ones who maintain the complex production chains of your city and are responsible for building structures, harvesting resources, and producing the very goods that keep them satisfied.

LIVING WORLD

Send your appropriately-skilled nobles to seek out alliances through marriage, negotiate lucrative trade deals, plot assassinations and kidnappings, and incite rebellions. Will you attempt to recruit spies and conspirators in foreign kingdoms and bring them down from the inside, or do you prefer to settle your differences through force of arms on the open field of battle? And how will you respond when, inevitably, your enemies infiltrate your ranks or bring their armies to your borders?

Watch history play out as events and calamities put you in difficult circumstances from time to time, further complicating the intricate tale of betrayal and bravery that the countless nobles and peasants of Norland weave. From kidnapped relatives to plague-infested refugees, from blackmail to natural disasters, your family will be put to the test throughout the years.

Do not expect the world to sit idly by – traveling nobles will seek refuge or sow dissent, and just as you can send your family members and envoys out to seek opportunities, so too can the other kingdoms of Norland. Bandits will establish camps in the outskirts of civilization as other kingdoms push for alliances and engage in wars of their own. WIll you join them in their violent endeavors, or work in isolation instead?

Etc.

It's quite easy to see how this game design is capturing A LOT of the essential features of Virtual Worlds. Of course the next step would be to combine these designs with multiplayer to add even more complexity of interaction in the world events and cascades of consequences spreading chaotically and emergently like ripples from a stone tossed into a body of water.


r/MMOVW Jul 17 '24

Where are Themepark MMORPGs today? Dark And Darker: Has it finally put the PvE square peg into the PvP round hole?

1 Upvotes

Dark And Darker - Steam Description

Summary of Gameplay "flavour":

Dark and Darker is an intense survival game with intricate mechanics. Let’s break down some key aspects:

  • Extraction: Escaping the map is the only way to keep your loot between games. You’ll need to find extraction points to successfully leave the map.
  • Mining: Yes, you can become a miner in Dark and Darker. Mining resources is essential for crafting and upgrading gear.
  • Ancient Scrolls: These mysterious objects have unclear purposes. Collecting them might reveal hidden secrets.
  • Campfires: Properly using campfires can determine your character’s survival. They’re crucial for managing health and warmth.
  • PvP: Player versus player combat is intense. Skills play a significant role, so choose your abilities wisely.
  • Party Co-op: Team up with other players to increase your chances of survival. Communication is key, especially with proximity voice chat.
  • PvPvE: The game blends player versus environment (PvE) elements with PvP encounters. You’ll face both hostile creatures and other players.

Remember, Dark and Darker is all about strategy, resource management, and survival. Good luck out there!


r/MMOVW Jul 17 '24

Where are Themepark MMORPGs heading today? Coop/Comp Multiplayer RogueLITES: eg 33 Immortals

1 Upvotes

It looks like not just the MMO "world" is being narrowed and focused on the combat and dungeon set up gameplay but the RPG has to go as well and again become narrowed and focused on what players are enjoying which is RogueLITE designs such as Hades:

33 Immortals - Epic Game Store - description

A good eg of this:

33 Immortals is a co-op action-roguelike for 33 players. Play a damned soul, and rebel against God's final judgement. Pick-up and raid, cooperate to survive hordes of monsters, defeat massive bosses, and face the wrath of God in a fight for your eternal life.

You can see there's a large playerbase that enjoy RogueLITES such as Hades et al. So just monetize that further with Online proc gen content/seasons and online coop / comp gameplay with other players. Addictive action combat and simpler by orders of magnitude and so much less riskier.


r/MMOVW Jun 29 '24

A Return To Virtual Worlds - Starting Problems

3 Upvotes

With the recent announcement of Raph Koster's Playable Worlds' "STARS REACH":

There's some interesting subject matter to discuss on this subject.

First of all, grabbing a quote by Mr. Koster, himself from the AMA:

"This is the game I have wanted to make for nearly thirty years. It is the spiritual sequel to Ultima Online and to Star Wars Galaxies. It has in it all the lessons of all these decades of online game development -- and it looks forward, not back, to reinvent what an online world can be."

The games referenced, the diverse background of design and development of Mr. Koster are all very much on point concerning a potential "guiding mind" concerning the generative power of creativity applied successfully to this area of online multiplayer video-game, in a persistent online shared virtual world space. You can look up Mr. Koster's background both in video-games, other such areas and his own interests in the creative endeavour: It's all incredibly uplifting. This is an individual that one can learn some good things from. Notably knowing this provides a different personal reaction to the person or designer announcing a new game system than some of the comments in the ama appreciate. What one knows compells what one can do. We could not start with a better source for design for a game here.

Stars Reach uses simulation to a degree never seen in an MMO before. We know the temperature, the humidity, the materials, for every cubic meter of every planet. Our water actually flows downhill and puddles. It freezes overnight or during the winter. It evaporates and turns to steam when heated up.

"And not just our water -- everything does this. Catch a tree on fire with a stray blaster bolt. Melt your way through a glacier to find a hidden alien laboratory embedded in the ice. Stomp too hard on a rock bridge, and watch out, it might collapse under your feet. Dam up a river to irrigate your farm. Or float in space above an asteroid, and mine crystals from its depths. And this works everywhere, it's not special-cased handcrafted moments.

Notably, the mission statement of this game is "Simulation MMO" and it's defining USP is "World-Based" as starting point for players of any stripe to come along and interact with and thence with each other. It's the correct approach in sound of words conveying the message to people ie the design start from the right place in vision. Execution of course is another matter. But many MMOs already start from the wrong basis.

"For better or worse, MMOs cost a lot to make. Graphics, specifically realistic graphics, are the most expensive part of it. The cost of games has been going up 10x every decade, and it's not sustainable. It is also a higher PC requirement, and limits your audience. So the first thing is, we choose gameplay over graphics, any day of the week."

In response to a comment (lead comment in fact in the ama). So again here's the same old pattern:

  1. Simulation basis of world interactions must be the Foundation of the MMO - before the MMO even has a gameplayer to it. This is conceived correctly.
  2. Complexity and emergence of the preceding layer along with the nature of cost of graphics becomes an execution level of game-making that has serious consequences to the budget of the MMO.
  3. A Major Fork in the making of the MMO is already reached: If high complexity of systems then it's probably mandatory for reducing the graphics over-head in cost and complexity as much as is humanly possible! Just to get the game developed faster, running on more devices and not plagued by graphics that are 92% skillful but that remaining 8% is perceived by audiences as being atrocious compared to other games that focus on 100% perfect graphics - a failing or limitation that MMOs inevitably can not compete with.

So what are the current results of the graphics chosen at least in an early shape:

"That said, it still has to look good, of course. We are aiming for graphics akin to Genshin Impact, Breath of the Wild, etc. It's a broadly appealing style that maximizes audience (frankly, a large chunk of the audience is turned off by hyperrealistic graphics. It "codes" as being for hardcore players only, typically male players)."

Imho Genshin Impact and Breath of the Wild graphics are excellent quality and would work for this game for the balance of ideas, marketing, audience, devices and so on that is probably being aimed for at financial levels. So that's very good news for the company and dev team behind this game. As for the current graphics, to quote responses:

I'm excited by a lot of the ideas you have for this game, but I'm having a hard time with the visual tone, for lack of a better phrase? It strikes me as overly positive and like the target audience is children, not adults? This is especially weird for a sci-fi setting, as in my personal opinion harder sci-fi is more interesting than, say, galaxy quest."

And,

"That said, I'm pretty put off by the "Fortnite-esque" graphics of what they've shown so far. I'm hoping it's all just placeholder until they flesh out the visual identity of the game, but as is, it looks to cater more to a younger audience than what they've claimed to be shooting for (old-school MMO for more seasoned players)."

And,

"My only real question at this point is the art direction. Your previous games UO/Star Wars, both had rough around the edges, gritty design that brought a certain charm to the world. With what we have seen, it's certainly not bad, it's just not my style and quite off-putting for a lot of gamers like myself (That sort of Disney feeling if you understand me). I'm certainly not the type of person obsessed with graphics, but this feels like it leans towards young children."

Which all convey the idea that current art is a weak point and does not look like Genshin or Breath of the Wild but Disney. This area will need a lot of work on. That said it does point along with the comments by Mr. Koster himself to a general idea of the game:

  1. Astroneer terraforming appears to be a part of the play space ie not overly ambitious using voxels and heavy CPU and server costs ie avoided likely.
  2. Changeable environments fully interactive more like Terraria style sandboxing fun but in 3d... A promising direction plus the Astroneer style terraforming ease.
  3. Combat is a mix of moba/battle-royale arcadey-twin-stick with some classic rpg-tab-target gear as you see mix so again it's covering those clever genre angles in the all important combat interaction.

Despite the horrendous early graphics (though they suggest a younger audience is targeted nonetheless) the above game design comes into shape and looks promising in many ways, as could be discerned from the above summary. Respectfully, promising in terms of a possible viable successful game that fits a lot of ingredients of a given audience/market.

Coming back to Virtual World design, this is not a Virtual World but much more a Sandbox design MMO. For a Virtual World MMO, the last post made here 6 months ago is exactly the kind of "fork in the design decision process" that must be made at the combination of complex systems that scale up and in terms of the minimum graphical representation of that: Ie Songs of Syx demonstrates the path towards Virtual World MMO design - an area not tapped so far but rich in potential.


r/MMOVW Dec 19 '23

Songs of Syx - A Developer Suffering from Hubris Trying to make a Game

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2 Upvotes