u/GamesNotDeadlol

Image 1 — Okay… the Dark Majesty Unreal experiment is starting to become an actual game
Image 2 — Okay… the Dark Majesty Unreal experiment is starting to become an actual game
Image 3 — Okay… the Dark Majesty Unreal experiment is starting to become an actual game
Image 4 — Okay… the Dark Majesty Unreal experiment is starting to become an actual game
Image 5 — Okay… the Dark Majesty Unreal experiment is starting to become an actual game
Image 6 — Okay… the Dark Majesty Unreal experiment is starting to become an actual game
Image 7 — Okay… the Dark Majesty Unreal experiment is starting to become an actual game
Image 8 — Okay… the Dark Majesty Unreal experiment is starting to become an actual game
Image 9 — Okay… the Dark Majesty Unreal experiment is starting to become an actual game
Image 10 — Okay… the Dark Majesty Unreal experiment is starting to become an actual game

Okay… the Dark Majesty Unreal experiment is starting to become an actual game

So this has progressed a little beyond adding grass and bush.

A lot has happened since the last update, and the whole “I wonder if I can recreate Dark Majesty in Unreal Engine” experiment is rapidly becoming something you can actually play.

The world has gotten a pretty big scenery pass. More trees, vegetation, environmental details and other little touches are filling Dereth out while I’m still trying to keep the original geography and that unmistakable AC feel.

But the bigger progress is underneath the visuals.
You can now actually fight things.

Melee combat is working. Spell casting is working. Creatures fight back. You can kill them, loot them, and continue on your merry way committing violence across a considerably more vegetated Dereth.
A bunch of other gameplay pieces are starting to come together too.

I’m still keeping the original characters, creatures, buildings, UI and general art direction for now. The point isn’t to make a generic Unreal MMO that happens to use AC’s world. I want you to look at it and immediately know where you are, while seeing what that same world can become with a modern engine underneath it.

There’s still a ridiculous amount left to do, plenty of rough edges, and optimization is very much a future-me problem judging by the VRAM warning currently yelling at me in half these screenshots.
But this started as a random experiment not very long ago.

Now I’m running around Dereth, casting spells, fighting creatures and looting corpses in Unreal Engine.

So… I guess I’m committed now.
For anyone following along or interested in the technical side:
Discord: https://discord.gg/QPCw85TQA

u/GamesNotDeadlol — 2 days ago

You guys seemed to really like the grass… so now I added bush

Well, the grass seemed to get a surprisingly positive reception.

So naturally, the next major technological advancement in my completely reasonable attempt to bring Dark Majesty into Unreal Engine was obvious:

Bush.

I made a video this time since screenshots weren’t really showing it properly. You can see the world in motion, creatures, characters, terrain, vegetation, the old UI and more of how everything is starting to come together.

I’m still trying to walk a pretty specific line with this. I don’t want to just dump modern assets everywhere until Dereth looks like Generic Unreal Fantasy Game #472.

The old game had a very particular atmosphere, and I’m trying to keep that while adding detail and modernizing the presentation where it makes sense.
It’s still early. Plenty is unfinished, plenty will change, and I’m still using a lot of the original models and textures while I get the underlying world working correctly.

But every time I get another piece working, this stupid experiment looks a little less stupid.
Anyway, you asked for grass.
I have delivered bush.
You’re welcome.
Discord for anyone following the project or interested in the technical side:
https://discord.gg/QPCw85TQA

youtu.be
u/GamesNotDeadlol — 7 days ago

I decided to see how much of Dark Majesty I could recreate in Unreal Engine… this escalated quickly

So, for some reason I decided to see if I could bring the old Dark Majesty-era Asheron’s Call experience into Unreal Engine.

This was supposed to be an experiment.
It is becoming significantly less of an experiment.

At this point I’ve got the world coming together, terrain, original structures and scenery, characters, equipment, creatures, the classic UI, radar and a bunch of the little pieces that make it immediately recognizable as AC.

The first picture is probably my favorite comparison so far: remaster vs original.
I’m deliberately trying not to turn it into “generic Unreal Engine fantasy game with Asheron’s Call assets.”

The goal is to preserve that weird, unmistakable Dereth look and feel, just with a modern engine underneath it and the ability to improve things where it actually makes sense.

There’s obviously still a ton wrong. Textures need work, lighting needs work, models are still the originals in a lot of places, plenty of systems aren’t there yet, and some things are currently held together with hopes and questionable life choices.

But considering this started with “I wonder if this would work…” I’m pretty happy with where it has already ended up.
And yes, apparently keeping the original UI was mandatory. It just doesn’t feel right without that backpack staring at you.
I’ll keep posting pictures as this inevitably gets more out of hand.

If you want to follow along, talk about the technical side, or watch me continue making terrible decisions about the amount of work I give myself:

Discord: https://discord.gg/QPCw85TQA

u/GamesNotDeadlol — 8 days ago

Remember AC during the Dark Majesty era? You can play it again.

For a long time this project was screenshots, debugging, and me saying “look, this thing works now.”

It has finally reached the point where I can just say:

Come play it.

Aetherium is a completely new AC emulator built from the ground up, currently focused on recreating the Dark Majesty era with the real Dark Majesty client and protocols.

I put together a proper video showing where the project is now:
https://youtu.be/PimYIBukGbw

It’s still a beta. You will find bugs. You might find some spectacular bugs. But the world is becoming more complete every day, and people are already playing, leveling, fighting, looting and helping me find everything I still need to fix.

Open beta:
https://aetherium.ac/
Discord:
https://discord.gg/QPCw85TQA

If you haven’t seen that old login screen in 20+ years, this might hit a little differently.
Welcome back to a different time.

youtu.be
u/GamesNotDeadlol — 13 days ago

Aetherium Meets ACME WorldBuilder

Another progress update.

This one’s less about gameplay and more about the tools behind Aetherium.

Aetherium can now connect to ACME WorldBuilder, allowing live edits to the game world while the server is running. No restarts. No disconnecting players. Make a change, save it, and watch it appear in real time.

This opens up a lot of possibilities:
Live GM events
Faster world building and testing
Rapid iteration without downtime
Dynamic environments and content

I am building more than an emulator. I am building the tools to make creating and running worlds easier.
The video shows it in action.

Aetherium is now in open beta. Anyone can sign up, download the launcher, and help test. The more people we have, the faster we can squash bugs and keep improving.

Join us at https://aetherium.ac/
Discord: https://discord.gg/QPCw85TQA

youtu.be
u/GamesNotDeadlol — 16 days ago

Aetherium is playable!

Hi all,
Wanted to do a quick update.

While bugs, it is playable! I mentioned a launcher last post, that’s what works, and if you did do beta signup, those accounts work. If don’t have an account can sign up on website

u/GamesNotDeadlol — 19 days ago

Aetherium Update #6: Installing Aetherium Play (the launcher to play) is no longer the first boss

Hey everyone,

I’ve had people in my Discord testing builds, finding bugs, breaking things, and helping me verify fixes.

That has made progress move much faster than it probably should have.

Apparently rebuilding an old MMO emulator, reverse-engineering a legacy client, fixing portals, combat, loot, magic, movement, and character creation was not the real final boss.

The real final boss was getting the game installed on somebody else’s computer.

So I launched Aetherium Play.

Aetherium Play source code⁠ is available publicly, and the premade releases are at

https://github.com/Vanquish-6/Aetherium-Play

Your accounts DO work.

The goal is simple: run AetheriumPlaySetup.exe, follow the setup, and play Aetherium.

It downloads and verifies the required Dark Majesty files, runs the original installer, installs Aetherium Play and compatibility files, presets the Aetherium connection, and gives you a proper launcher.

You no longer need to hunt down the correct client, install a separate runtime, remember which executable to use, or figure out which folder contains which version of the game.

The old installation process was starting to feel like an optional Dark Majesty quest:

Find the correct client.
Install the correct launcher.
Copy this file into that folder.
Do not launch the wrong executable.
Hope Windows remembers what you did.

That should be less necessary now.
Recent launcher releases have also fixed keyboard movement, preserved patched client data between launches, and added Alt+Enter fullscreen switching.

On the emulator side, I’ve also made a fairly ridiculous amount of progress.

A few things I’ve been working on:

Legacy Dark Majesty login and client patching are much more reliable.

Login failures now produce the correct in-game response instead of silently hanging.

Floor pickups, corpse looting, containers, wielding, unwielding, and inventory refreshes behave much closer to the original client.

Dungeon transitions, indoor portals, teleport placement, doors, vendors, and movement approaches have all received major fixes.

Portal gems, Portal Tie, Recall, Summon, Fellowship Send, and lifestone recall now use authored game data instead of guessed behavior.

Melee and missile attacks repeat properly, projectiles collide with the world, and NPC attacks apply damage at the correct animation timing.

Loot tiers, mutations, materials, values, gems, spells, cantrips, appraisal, item enchantments, and spell components have all been brought closer to the original behavior.

Character creation now validates heritage, gender, templates, attributes, skills, clothing, palettes, starter spells, and starting areas properly.

Lifestone Sanctuary is now used consistently for binding, recall, respawn, and death handling.

XP, level-ups, vitae, healing, regeneration, and current vitals are synchronized more correctly.

Added password recovery, native abuse reports, and server-backed @bug reports.

The web portal now includes account, character, report, live-world, audit, and server-management tools.

Added graceful restart and shutdown countdowns with final database saving.

Added a Lua scripting bridge for events, timers, NPCs, spawns, effects, sounds, quests, teleports, and temporary city events.

The less-visible work has grown considerably too.

Authoritative game data now drives loot, magic, physics, animations, appearances, character creation, NPC behavior, and world placement, with much stricter verification and regression coverage around it.

There is still plenty left to test and clean up.
This is not the “everything is finished forever” announcement although I would love to make that announcement and immediately retire.

The next major step is continuing live-client testing, especially the full first-login patch, multi-client behavior, and the remaining edge cases that only appear when the game is allowed to surprise me in real time.

But Aetherium has moved well beyond “the client connected and I could walk around.”

Aetherium Play makes it easier to get into the world.
The emulator is starting to make that world feel familiar again.

And thanks to everyone in my Discord who has been finding bugs, and testing fixes before I can pretend they’re finished.

The Golems, Wasps, and Mosswarts are once again ready to inconvenience new players.

u/GamesNotDeadlol — 22 days ago
▲ 32 r/AsheronsCall+1 crossposts

Aetherium update #5: The full Training Academy is working with NPCs doing their turns and emotes, and the monsters still only want to fight half the time

Another Aetherium update, and this time there is an actual video instead of me asking everyone to imagine backend systems working.

This video shows a full run through the Training Academy, with the emulator handling the quests, interactions, combat encounters, and other mechanics needed to complete it properly.

A few things shown in the video:
The full Training Academy progression
Monsters detecting and attacking players
Loot generation and rolls
Item interactions and quest mechanics
Lifestone binding and recall
Emotes, animations, spell gestures, and other world interactions
Several smaller systems that are easy to forget until they do not work

There is still plenty being developed and cleaned up, but we have moved well beyond simply connecting a client and walking around. The different systems are starting to work together as an actual playable game experience.

Edit; on another edit: not video editor - so no sound really - maybe if you goto yt channel and view

I truly appreciate the feedback so far!

Knowing what people actually want to play is much more useful than me guessing based on whichever client I happened to be breaking that week.
There is still work ahead, but completing the Training Academy with the core mechanics functioning is a pretty satisfying milestone.

Old quests, old mechanics, new emulator and the Training Academy Golems, Wasps, and Mosswarts are once again ready to inconvenience new players. lol jk they are harmless

P.S. No, the Aetherium server source code will not be open source. However, anything we create that you are expected to download and install on your personal computer will have its source code available for inspection.

youtu.be
u/GamesNotDeadlol — 28 days ago

Aetherium update #4: Beta sign-ups are open come help decide which server goes up first

Apparently we’ve made it to update number four without me disappearing for several months. Yay me lol.

Progress.
The biggest news this time is that beta sign-ups are now open:
https://www.aetherium.ac/

The sign-ups will help us judge overall interest, which eras people actually want to test, and which server or servers we should bring online first.

The site will also become the main Aetherium portal, with account management and other server-related features as they are added. This is not just a mailing list attached to a forgotten landing page but the portal itself is part of the project.

On the emulator side, there has been a fairly ridiculous amount of progress.

Emotes and animations are much more in line with how they should behave. Loot generation and rolling are working properly.
Magic gestures and casting animations are in place, and enchantments—buffs—are functioning, although they do not persist through logout or restart yet.

Melee is still a work in progress, but the underlying damage formulas and character stats are producing the correct results. More importantly, proper STICKY MELEE is working.

There has also been a good amount of optimization work. The emulator can now load and boot the entire world-content dataset in under one second, so startup is not spending enough time loading to let you reconsider your life choices.

There are still systems to finish, edge cases to clean up, and plenty of testing ahead, but this is moving closer and closer to an actual public test rather than just screenshots and development updates.

So, sign up, select what you’re interested in, and help us decide which version of Dereth gets turned on first.

aetherium.ac
u/GamesNotDeadlol — 1 month ago

Aetherium update #3: Allegiances are wired in, and apparently historical accuracy is now optional

Sorry, no shiny screenshot or ancient client visuals this time just a quick thing for today’s update which is mostly the kind of backend work that makes the shiny stuff actually useful.

I’ve now wired Allegiances into Aetherium, along with support for two different allegiance XP systems:
The classic XP chain formula
The later EOR-style XP system

Both systems are independently toggleable and are not locked to a particular client era.

So you can use the original XP chain system in a later era server, use the EOR system in Dark Majesty, or configure things in whatever historically questionable way makes you happy.

That flexibility is a major part of what I’m trying to build. The supported era gives you an appropriate starting point, but server operators should still be able to customize mechanics around the experience they actually want and not be permanently trapped by the defaults of one particular date unless you’re a developer.

Fellowships will probably be next.
Right now, I’m focused on getting the major foundational systems wired in so people can actually enter the world, play together, progress, and provide meaningful feedback.

Once enough of those base systems are stable, I’m hoping I can get an early test going before too long.

No dramatic visual today. Just Allegiances, configurable XP behaviour, and me continuing to create more work for myself by supporting every possible combination people might ask for.

TTYL - Vanquish aka Chosen

reddit.com
u/GamesNotDeadlol — 1 month ago

Aetherium update #2: apparently I’m posting again lol w/ an even older client now supported and yes, spell research is alive

Apparently I’m posting twice in the same week, so enjoy it before I disappear for another few months and forget to share half the updates again.
That’s basically what happened with WorldBuilder - ACME, by the way. It is still being worked on… I just kept making progress and neglected to post most of it here… heh

Anyway, back to Aetherium.
I’ve now added support for an even older client, including the old spell research system. Seeing a mechanic that has been gone for this long appear in a connected client again is equal parts nostalgic, satisfying, and mildly ridiculous.

To be clear, the original and first major goal is still the later Dark Majesty era without spell research.

However, the earlier spell-research client shares a surprising amount with the late-DM client, so both are now being worked on in parallel. Naturally.
A lot of the underlying work can be shared, but the eras are not identical. Some mechanics, packets, content rules, and behaviours will need to be wired in, replaced, or deliberately wired back out depending on the selected client and era.
The goal is not to force every mechanic into every version. Each era should actually feel like the era it is supposed to represent.

I also genuinely appreciate everyone who has been excited about these posts. It is nice seeing people interested in old clients, forgotten mechanics, and versions of the game they may not have experienced in soooo many years or ever really haha

For the handful of people getting upset simply because this is not ACE: relax.

This is not an attack on ACE or anyone else’s work. It is another option. After years of largely having the same route available, something genuinely different should be interesting, not cause a meltdown.

People should be able to choose the era they want and customize their server and content around the experience they want to create. The intention is to provide tools that make that possible without requiring every server operator to fight through the emulator internals.

So why share it if it is not open source?
Aetherium is currently not open source. I am also not making any permanent promises about what that status will look like in the future, because that has not been fully decided yet.

What I can say is that there are plans for actual Aetherium servers to launch, rather than this being a private screenshot collection that never leaves my computer.
Anything that players need to install locally such as client patches, installer patches, launchers, compatibility tools, or similar components I 100% will have its source shared. I do not expect people to install mystery software on their personal machines and simply trust it.

For server operators, the plan is to provide prebuilt server binaries, along with tooling or an automated process for generating and deploying builds that match the selected client, era, data, and server configuration.

The secure core can remain protected while server owners are still given meaningful control over their content and experience.
There is also quite a bit more already working that I have not shown yet, including a functional late-DM-era admin UI panel based around the real administration workflow.

So yes:
Late Dark Majesty remains the first target.
The earlier spell-research era is now progressing alongside it.
Retail support is also possible.
WorldBuilder is still alive.
More tools and administration systems already exist than I have shown.
And apparently I have now committed myself to supporting multiple historical eras at once.

Old client. Old mechanics. New emulator. Questionable respect for my own free time.

-Vanquish aka Chosen iykyk

u/GamesNotDeadlol — 1 month ago

Some worlds are worth returning to

It’s been a while since I last posted anything after showing off WorldBuilder. Which is still very much being worked on (just wanted to throw that fyi out there) but I wanted to share a small teaser of something else ive been doing.

Aetherium is built to support both Dark Majesty and Retail, completely new emulator built from the ground up with the current focus is on bringing back an era of the game that many people haven’t experienced in a very long time.

Still early. Still a lot to do.
But it’s starting to feel familiar again.

https://youtu.be/G9pqyFeSqxQ?si=gR32-410bDybCOsK

youtu.be
u/GamesNotDeadlol — 1 month ago