Image 1 — MMO Studio 0.5.1 IS OUT! Some Screenshots of  Users & development!
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Image 20 — MMO Studio 0.5.1 IS OUT! Some Screenshots of  Users & development!
▲ 1 r/MMOStudio+1 crossposts

MMO Studio 0.5.1 IS OUT! Some Screenshots of Users & development!

🚀 ED5 MMO Studio 0.5.1 — “Ship It” is here

0.5.1 is one of the biggest production-focused updates to MMO Studio so far.

The goal of this release is simple:

You can now build a game in MMO Studio and actually ship it.

This update adds standalone single-player exporting, custom launchers, automatic updates, hundreds of built-in assets, major RPG Maker import improvements, huge performance gains, and a long list of gameplay/editor fixes.

📦 Ship Your Game

Standalone single-player games

  • Export games that require no external host and no internet
  • The game server is bundled directly into the exported game and runs locally on the player’s machine

Custom game launchers

  • Desktop games can launch through a launcher you author
  • Launcher news uses a rich-text editor
  • Launcher functionality can be enabled or disabled per project

Automatic updates

  • Desktop games can now auto-update
  • MMO Studio generates the update feed used by the launcher

Full game branding

  • Your game name
  • Your title bar
  • Your update feed
  • Your app icon
  • No more exported games presenting themselves as “ED5 MMO Studio”

Set your icon under:

Build → Export Game → Config → App Icon

Game server exporting

  • Export your server as a proper package
  • No more manually digging through hidden folders for dependencies and manifests

Local asset caching

  • Desktop games cache world assets locally
  • Large tilesets, sprites, and audio files no longer need to be streamed again every session

🎨 600 Built-In Objects

MMO Studio now ships with 600 built-in objects.

New packs include:

Fantasy Props

  • 100 MMO-focused props
  • Portals
  • Waypoint crystals
  • Quest boards
  • Auction stalls
  • Crafting stations
  • World decorations

Epic Structures

  • 38 large multi-tile structures
  • Some up to 4x8 tiles

Interiors & Housing

  • 70 indoor and housing props

Biome Wilds

  • 56 environment props across desert, swamp, coast, volcanic, and enchanted forest themes

The built-in catalog also received over 100 additional RPG Maker-style props.

🧱 New Built-In Terrain Library

MMO Studio now includes 118 painted autotile blocks, including:

  • Ground
  • Animated liquids
  • Overlays
  • Fences
  • Roofs
  • Walls
  • Cliff faces
  • Tree trunks
  • Wall tops
  • Plateau surfaces

There are also 20 built-in ground terrains across several biomes, including:

  • Meadow Grass
  • Wild Grass
  • Packed Dirt
  • Lake Water
  • Desert
  • Snow
  • Volcanic
  • Swamp

Terrain can include blend decals so biomes transition naturally instead of meeting at hard tile edges.

New projects can now start with:

  • A full starter world
  • A blank world

with separate toggles for built-in tiles and object packs.

🗺️ Full World Map + Fast Travel

0.5.1 adds a proper world map screen.

The map fills the viewport and includes an index of discovered locations grouped by map.

Creators can also define who is allowed to fast travel.

Regions can now:

  • Be discovered
  • Reveal an entire biome
  • Clear fog
  • Become fast-travel destinations

🏰 Guild Improvements

Guilds now support:

  • Founding level requirements
  • Founding currency costs
  • Quest requirements
  • Mob taxes
  • Bank-funded upgrades
  • Increased member caps
  • Guild alliances

❤️ Relation-Based Nameplates

Player names and health bars can now change based on relationship.

Examples:

  • Self
  • Party
  • Guild
  • Alliance
  • Attackable
  • Neutral

Each can be authored separately.

🎒 Loadout Kits

You can now author complete starting builds as a single package.

Players can also save loadouts and see:

  • Which pieces they’re missing
  • The total cost of those missing pieces
  • An option to buy what they need

⚔️ Character Power Rating

Characters now have a Power rating.

This gives players one overall combat-strength number derived from MMO Studio’s actual combat math.

🛡️ Character-Specific Equipment Sprites

The same armor or weapon can now use different equipped visuals depending on the character body.

Useful for:

  • Different body types
  • Different races
  • Male/female variants
  • Special character-specific gear appearances

🔮 Status Effect Improvements

Status effects can now resize the creature or character carrying them.

Possible uses:

  • Shrink
  • Giant form
  • Transformations
  • Enrage growth

Level-up effects can also repeat on a cadence and optionally stop after a configured level.

💥 Monster Spawn VFX

Monster spawns can now trigger authored VFX.

For example:

  • Portal
  • Smoke burst
  • Lightning strike
  • Summoning circle
  • Ground explosion

Great for bosses, hordes, summons, and world events.

🐺 Better Mob Behavior

Mobs now have their own Move Frequency.

Patrolling creatures can pause at waypoints instead of endlessly marching.

Mob spawning across large biomes has also been improved so creatures don’t all bunch into one corner.

📚 Skill Discovery Notifications

Discovering a new skill now displays a notification card, similar to skill level-up notifications.

⚙️ Settings Panel Overhaul

The in-game Settings panel now uses a seven-tab layout and can be authored by creators.

🛒 Faster Shops

Players can right-click to buy or sell one item immediately without opening a quantity dialog.

📥 RPG Maker Import Expansion

0.5.1 significantly expands RPG Maker support.

RPG Maker VX Ace

VX Ace projects can now import:

  • Terrain art
  • Collision
  • Events
  • Map data

RPG Maker VX

Original VX projects can now be imported using the older Ruby Marshal format and VX-era collision data.

Hosted RPG Maker Import

Whole-project RPG Maker importing now works from the hosted editor.

Regions → Biomes

RPG Maker regions import as MMO Studio biomes and keep their authored color information.

Passage Flags

Imported objects can retain flags such as:

  • Passage
  • Ladder
  • Bush

Icon Sheets

MMO Studio now supports RPG Maker-style icon sheets.

One image can contain many icons addressed by cell.

That means item, skill, and status icons survive import much more cleanly.

Bulk Character Import

Point Import Sheet at a folder of RPG Maker character sheets and MMO Studio can generate separate sprite assets automatically.

🛠️ Editor Improvements

The Asset Manager can now:

  • Delete assets
  • Delete multiple assets at once
  • Open the selected image directly in the pixel editor

Locations are now accessible from the Database menu.

Location markers can properly select landmarks.

The map tree now:

  • Drags correctly
  • Remembers where you were
  • Supports multi-select

💾 New Media Storage System

Built-in art is no longer stored directly inside every project database.

Previously, new projects could carry around roughly 120 MB of built-in artwork as inline base64 data.

That has been moved to content-addressed media storage.

Local project media now lives under:

assets/.ed5-media/

Existing projects migrate during publishing.

This reduces project bloat and makes media-heavy projects much healthier.

⚡ Major Performance Improvements

This update includes some of the largest performance work in MMO Studio so far.

Monster AI

Previously, many mobs could make AI decisions on the same server frame.

With hundreds or thousands of mobs, that caused major frame spikes.

AI decisions are now spread across frames and idle movement uses bounded search budgets.

Large Imported Maps

A major slowdown affecting imported maps has been fixed.

Animated-terrain rebake jobs could previously stack faster than they were processed.

Now:

  • Chunk building is time-sliced across frames
  • Animated overlays avoid unnecessary full-chunk rebuilds
  • Rebake cadence is cost-aware
  • Sprite-sheet cell objects can join packed texture atlases

Better Memory Management

Chunks now release things like scrolling water and object shadows after the player leaves the area.

Memory no longer keeps climbing simply because you traveled farther through the world.

Incremental Publishing

Publishing now sends only what changed.

Unchanged terrain and already-synced event data are skipped.

Publishing batches are also based on actual payload size rather than just row count.

Faster Editor Sync

Editor saves push only changed rows to the local server.

Definition-heavy projects no longer freeze the game-server tick loop during sync.

Event Sprite Storage

Event sprites are no longer repeatedly stored as base64 data inside map events.

In one real project, duplicated event sprite data accounted for almost 50 MB.

Faster New Projects

The engine template now ships with a pre-migrated and pre-seeded snapshot.

New projects can open much faster instead of replaying the entire migration/seed pipeline.

Faster Project Open → Play

One measured project previously took around 4 minutes 55 seconds from open to playable.

Several startup systems now run in parallel.

Smaller Object Palette

The object palette no longer sends around 11.5 MB of inline thumbnails in its list response.

The editor also stops re-downloading the entire palette every time you open a map.

Faster Bulk Operations

Bulk delete now finishes in one round trip instead of sending one request per row.

Sprite-sheet animation cuts are also written in batches.

🗺️ GPU Renderer & Map Editor Fixes

The beta GPU renderer has reached much closer parity with the traditional renderer for isometric maps.

It now properly supports:

  • Full autotile terrain
  • RPG Maker quarter autotiles
  • Wall autotiles
  • Cliff wall faces
  • Building system rendering
  • Animated objects
  • Passability markers
  • Multi-tile objects
  • Editor cursors
  • Paint previews
  • Selection outlines
  • Map markers

GPU maps no longer open as checkerboards that only appear after you start painting.

Paint previews track the cursor again.

Terrain rendering fixes include:

  • No more hard dark tile lines
  • No more hairline seams in animated water
  • Built-in ground terrain no longer renders blank
  • Duplicate palette entries cleaned up

Event editing is better too:

  • Clicking an event detects the actual sprite
  • New events open correctly
  • Ctrl+A no longer selects the entire map

Region/biome mode also now looks more like a strategy-game territory map, with smoother borders, glow, and labels.

⚔️ Gameplay Fixes

A large batch of gameplay issues were fixed in 0.5.1.

Highlights:

  • Kills award XP correctly again
  • Crafting no longer destroys materials when inventory is full
  • Picking up items no longer removes equipped armor
  • Sheathing weapons no longer strips equipment
  • Players can’t slip diagonally through solid scenery
  • Bridges, docks, and staircases can be walked on properly
  • Holding movement keys now produces continuous movement
  • Arena matches correctly load waves, rules, announcements, and scoreboards
  • Mobs spawn across entire biomes instead of clustering in one area
  • Multiple placements of the same NPC template spawn multiple NPCs
  • Deleting an NPC properly removes it from the game
  • Disabling day/night actually stops the clock
  • Weather and ground-cover systems follow game time instead of wall-clock time
  • Minimap and world map correctly show the full world
  • Guest players correctly see character data, level, silver, and playtime
  • NPC dialogue no longer hangs after quest turn-ins
  • Player Inspect now shows actual equipped gear
  • Moving events animate and face correctly
  • Show Choices works correctly with message boxes
  • Multi-tile props cast one shadow instead of one per tile
  • Above-player objects render above the player
  • Built-in UI panels correctly obey their enabled toggle
  • Missing animations fall back instead of making sprites disappear
  • Authored Loadout Kits can actually be purchased
  • Inventory layout gives equipment and bag space more evenly
  • Cone, line, wave, and rectangle attacks correctly follow the aimed point
  • Treasure-rule chests are take-only
  • Pet battles now support speed-ordered 2v2 and 3v3
  • Enchant and Upgrade appear in the default top bar

🧪 Valcoma Playtest Fixes

Several issues found during Valcoma testing were fixed, including:

  • Separate Legs slot from Boots
  • Per-item handedness poses
  • Quest items consumed correctly on turn-in
  • Renamed NPCs syncing properly
  • XP bar fixes

🌐 Platform & Stability

0.5.1 also includes a large infrastructure cleanup.

Improvements include:

  • Corrupted embedded server stores are detected, quarantined, and rebuilt
  • Media checksum failures fail safely instead of endlessly re-sending large files
  • Brief database hiccups no longer take playtest servers down for long periods
  • Server startup waits longer for slow connections
  • Hosted projects can’t access local project databases
  • Local desktop mode can only push to the local game server
  • Localhost playtests can’t silently fall back to production servers
  • Deploy Latest actually deploys the latest build
  • Engine extraction fails visibly instead of silently skipping files
  • New hosted projects correctly receive built-in objects, terrain, and media
  • Atlas textures travel with the definitions that need them
  • The purchase flow now asks for legal consent at the Buy action

📚 Documentation

New and expanded docs include:

  • Deployment → The Game Launcher
  • Custom app icons
  • Weather
  • Snow buildup
  • Footprints
  • Ground cover
  • Light-based snow melting

The public roadmap has also been updated to match the actual state of MMO Studio.

🚀 MMO Studio 0.5.1

This release pushes MMO Studio closer to the full pipeline:

Build → Test → Export → Ship → Update

Whether you’re building an MMO, online RPG, multiplayer game, or standalone single-player RPG, the same project can now go much further toward an actual finished release.

📥 Download MMO Studio 0.5.1:

https://mmo.ed5enterprise.com/download

Thanks to everyone testing MMO Studio, reporting bugs, sharing projects, and helping push the engine forward. 💛

u/TheED5 — 7 hours ago

Dawn Haven(A Game made with rpg maker vx ace) Running in MMO Studio With 600 enemies on screen

u/TheED5 — 3 days ago
▲ 193 r/GameDevs+1 crossposts

After 15 Years I have finally turned my RPG MAKER VX ACE game into an MMO!!!

I have been working on this Game since i was 15 years old! I am now 32... A little bit about Dawn Haven (A massive single-player Skyrim-like game) with a 500x500 map. This was insane when I was building it and all the fantastic tricks I had to come up with to overcome the engine's limitations.

Here now I have fully imported the project into MMO Studio and will have a demo up in about a day or two.

The single player game made with VX Ace is available right now on my itch page if you want to try it out: https://chigoox.itch.io/dawnhaven

Please don'y mind the rtp I planned to always change it once the game was done

u/TheED5 — 3 days ago

MMO Studio Early Access Mob Farming: Make your dream MMO RPG!

In this video, I showcase MMO Studio Early Access with a look at mob farming gameplay and how easy it is to start building your own online RPG.

You’ll see real gameplay featuring combat, farming mobs, collecting loot, managing inventory, and experiencing the kind of progression MMO Studio is built to support. The goal is to show what’s already possible in MMO Studio and how quickly you can begin creating your own MMO RPG.

⚔️ Real-time combat
👾 Mob farming gameplay
🎒 Inventory and item management
💰 Loot and rewards
📈 Character progression
🌐 Online multiplayer MMO systems
🛠️ Build your own MMO with no heavy coding required

MMO Studio is a standalone 2D MMO and online RPG engine built to help developers create top-down and isometric MMORPGs faster. Whether you want to build from scratch or import content from existing RPG Maker projects, MMO Studio gives you the tools to create multiplayer RPGs without building the core MMO systems yourself.

🎮 PLAY THE DEMO NOW:
https://playmmo.ed5enterprise.com/play/valcoma-a10b30

🔥 BUILD YOUR DREAM MMO NOW:
https://mmo.ed5enterprise.com

💬 Join the MMO Studio Community:
https://discord.gg/wpSUSC8VZf

If you're interested in building your own MMORPG, online RPG, or multiplayer RPG, check out MMO Studio and follow along for more updates, gameplay, and tutorials.

#MMOStudio #MMORPG #MMO #GameDev #IndieGameDev #RPGMaker #GameDevelopment #OnlineRPG #IndieDev

youtu.be
u/TheED5 — 11 days ago

I Built a Vampiric Pull Spell in MMO Studio | Create Any Ability You Can Think of!

In this video, I show how easy it is to create a completely custom ability in MMO Studio by building a Vampiric Pull spell from scratch.

The spell pulls an enemy toward the player, deals damage, and drains health back to the caster. The goal of this video is to show how flexible MMO Studio’s ability system is and how you can combine effects to create pretty much any spell or combat ability you can think of.

⚔️ Build custom abilities
🩸 Add life-steal and healing effects
🧲 Pull enemies toward the player
💥 Combine damage, movement, and status effects
🎨 Add custom icons and visuals
🧠 Create your own combat mechanics without rebuilding the entire system

MMO Studio is a standalone 2D MMO and online RPG engine built for creating top-down and isometric multiplayer RPGs.

You can build your game from scratch or import existing RPG Maker projects and assets, then use MMO Studio’s built-in systems for multiplayer, combat, quests, items, mobs, crafting, pets, progression, servers, and more.

🎮 PLAY THE DEMO:
https://playmmo.ed5enterprise.com/play/valcoma-a10b30

🔥 BUILD YOUR OWN MMO:
https://mmo.ed5enterprise.com

💬 Join the MMO Studio Community:
https://discord.gg/wpSUSC8VZf

If you have an ability or spell you want to see me build next, leave it in the comments.

youtu.be
u/TheED5 — 11 days ago
▲ 2 r/mmo+4 crossposts

I spent The past 5 months building a NO CODE MMORPG game engine like RPG MAKER. It 80% Done and I need feedback.

More gameplay: https://youtu.be/y4l75tdIdds

MMO Studio is a standalone 2D MMORPG game engine built to make creating online RPGs much faster and easier.

It gives you the core MMO systems out of the box, including multiplayer networking, combat, quests, items, equipment, mobs, NPCs, crafting, pets, parties, trading, progression, servers, and more. You can build top-down or isometric games, create projects from scratch, or import existing RPG Maker projects.

The big idea is simple: instead of spending months building the basic MMO infrastructure, you start with the foundation already working and focus on actually making your game.

youtu.be
u/TheED5 — 11 days ago
▲ 1 r/MMOStudio+1 crossposts

I’m Building an MMO Engine for RPG Maker Developers, and 0.4.0 Is Our Biggest Update Yet

Hey everyone, I’m building an MMO game engine designed for RPG Maker developers.

MMO Studio is a standalone 2D game engine that helps developers turn their existing RPG Maker ideas and projects into online multiplayer RPGs.

It can import RPG Maker maps, tilesets, events, assets, and project data, then add MMO-focused systems without forcing you to rebuild your entire game from scratch.

More information and community:
https://discord.gg/wpSUSC8VZf

RPG Maker Project Import Tutorial
Supports RPG Maker XP through MZ:
https://www.youtube.com/watch?v=09J9dt11AMU&t=1483s

New Combat Mechanics Video:
https://www.youtube.com/watch?v=U4oKT5ZfU4I

Engine Features

  • Standalone 2D MMO and online RPG engine
  • Import RPG Maker projects, maps, tilesets, events, and assets
  • Supports RPG Maker XP through MZ
  • Top-down and isometric game support
  • Real-time multiplayer with authoritative game servers
  • Real-time team collaboration within the same project
  • Read-only and editing permissions for collaborators
  • Built-in map and world editor
  • Visual editors for items, equipment, skills, classes, mobs, NPCs, quests, loot tables, and more
  • Combat, PvP, parties, guilds, factions, reputation, trading, mail, and auction systems
  • Crafting, harvesting, survival, pets, mounts, housing, and base-building systems
  • Procedural dungeon and world-generation tools
  • Live server controls, player management, logs, and admin tools
  • Customizable in-game UI and HUD
  • Plugin API with hot-reloading support
  • AI Copilot for generating, editing, validating, and managing game content
  • Desktop launcher and deployment tools

The goal is to give RPG Maker developers a path into multiplayer and MMO development while allowing them to keep using the maps, assets, and ideas they have already created.

I’d love to hear feedback from RPG Maker developers about which features or workflows would be most useful.

What’s New in MMO Studio 0.4.0

MMO Studio 0.4.0 is one of our biggest updates yet, adding new gameplay systems, better creation tools, multiplatform exports, major UI upgrades, and over 140 fixes.

This update pushes MMO Studio closer to being a complete platform for building, hosting, and shipping online RPGs without having to engineer every MMO system from scratch.

Major New Features

  • Export games to Windows, macOS, Linux, web, Android, and iOS
  • Installable PWA web builds with custom icons and splash screens
  • Build caching for much faster repeat exports
  • Guild territory and zone-control system
  • Boss capture, capture points, sieges, and influence-based claiming
  • Seven arena modes, including Battle Royale, CTF, Siege, Horde, and Team Deathmatch
  • Practice bots for testing arena matches solo
  • Multi-phase bosses and raid encounters
  • Raid lockouts, wipe resets, enrage mechanics, and encounter hazards
  • Gear enchanting, upgrading, runes, affixes, equipment XP, and item progression
  • First-class chest items, treasure spawns, physical loot drops, and rarity VFX
  • Gold exchange, player trading terminal, NPC shops, and price-history charts
  • Living NPCs with schedules, goals, shops, banks, conversations, and autonomous adventuring
  • Improved enemy AI, elemental status effects, channelled abilities, summons, and combat VFX
  • Expanded land claiming, building, animal pens, walls, roofs, and placeable storage
  • Full HUD and UI customization across dozens of in-game windows
  • Rebuilt inventory, bank, shop, trade, guild, achievements, equipment, and character panels
  • Custom weather, lighting, calendars, seasons, and world events
  • Effekseer and RPG Maker VFX importing
  • PVGames character and creature importing
  • Built-in server-authoritative anti-cheat
  • Bulk database tools and expanded live-server administration
  • 143 fixes across combat, movement, rendering, pets, mounts, hosting, quests, shops, and the editor

https://mmo.ed5enterprise.com/ <<More Info on the engine here.

youtube.com
u/TheED5 — 19 days ago

MMO Studio 0.4.0 — “Living Worlds” (Early Access)

0.3.0 fixed the engine and systems. 0.4.0 makes them yours to author — and takes your game to Android, iOS, web, and desktop. Nearly everything below is point-and-click in the admin, not code.

This is the full list, grouped by area. Long by design — you asked for everything.

Headline

Ship to Android, iOS, web and desktop

  • Client exporter — a real export pipeline with a game.json v2 schema and a headless CLI, so builds can run in CI.
  • Android APK / AAB and an iOS target (macOS-gated, as Apple requires).
  • Deployable web bundle plus a per-project PWA manifest, so each hosted game installs like an app.
  • Mobile exports lock to your configured orientation, and generate launcher icons + splash screens from your own art.
  • Build caching for the client and the launcher shell — repeated exports skip the ~20 minute rebuild.
  • A platform readiness overview in the build modal, and hosted build profiles autofilled from the control plane.
  • The player launcher now actually ships the bundled client in desktop exports.

New System

Guild territory & zone control

Guilds can now fight over land, and you decide the rules. A territory is a biome you paint — no new drawing tool to learn.

  • Four capture modes — kill the boss then claim, hold a capture point, a scheduled siege window, or slow influence accumulation.
  • Per-zone land rules — build anywhere with no claim, claims only, controlling-guild only, or no building at all. Same for land claiming.
  • Territory bosses with a shared spawn-point pool: place several Boss Spawn markers and one boss moves between them at random, so defenders can't camp a fixed spot.
  • Capture points and boss spawns are placed with the ordinary map event tool.
  • A live Zone Control dashboard across every map, which calls out territories that can never be captured and tells you exactly why.
  • An in-game territory panel showing holder, state and capture progress — repositionable in the UI editor like any other element.

New System

Seven arena match modes

  • Free-for-all, team deathmatch, capture the flag, control points, battle royale, siege and horde — all authorable.
  • Beginner-first authoring in the map editor: place spawns, flag stands, capture zones, structures and creep spawners visually.
  • In-game arena HUD with score bar, kill feed and scoreboard, plus match rewards.
  • Practice bots fill empty match slots so a mode is testable solo.

New System

Multi-phase bosses & raids

  • Multi-phase boss encounters with phase triggers, enrage stacking and authored hazards.
  • Raid lockouts (daily/weekly), population gates, and a wipe reset.
  • Boss kills credit equipment XP and record build status.
  • A boss bar with per-frame progress, plus a nameplate cast bar.

Deep Dive

Items, loot & gear progression

  • Enchanting & upgrading — a type-conditional resolver, enchant sockets, +N upgrades that live in combat, and instances that survive transfers. Recomposable, restylable enchant and upgrade windows with equip auras.
  • Runes and upgrade materials as first-class item types, with prerequisites and inline enchantment authoring in a tabbed modal.
  • Affixes — gear drops roll affixes, with an authoring modal and a gear-affix chance in combat tuning.
  • Per-item equipment progression — gear earns XP and grows.
  • Data-driven qualities with per-quality values, split cleanly from rarity.
  • Chests are a first-class item type with animated open/close states; claim owners can place them. Authored chests, treasure spawns and chest spawn rules.
  • Loot: rarity colours, light beams and item light on floor drops, per-rarity custom beam VFX, mobs dropping physical silver coin piles, percent-based potions, and creator-tunable loot timers.
  • Burnable torches — equipped light burns down, breaks, and can be repaired. Equipped light-emitting gear lights the player.
  • Two-handed weapons properly occupy both hands, with a per-item override.
  • An explicit “no in-world visual” option for equipment, and a redesigned loot-table authoring UI.

Deep Dive

Economy

  • Gold is account-bound — no player-to-player trading, market conversion only. A deliberate breaking change to protect your currency from RMT.
  • A persistent gold exchange order book with offline settlement, redesigned with a candlestick chart and a clearer trade ticket.
  • A searchable, filterable item trading terminal with per-item price-history candlestick charts.
  • Premium membership as a gold sink, plus gold-store refund hardening and an account-gold audit.
  • Authored NPC shops with an item base value, an in-game shop panel, and shops openable from events.
  • Silver grants via events and admin; silver labels everywhere.

Deep Dive

NPCs that actually live in your world

  • NPC generator — template factories, dynamic spawning, schedules and movement regions, with full authoring for templates, pools, spawn rules and regions.
  • Adventurer NPCs — opt-in player-like agents that play the game: they hunt, use shops and banks, and level up from their own activity.
  • Villagers join the town economy — and can explain why a goal is blocked.
  • Autonomy presets and a visual schedule editor, with goal-mix weight inputs.
  • Biome-painted movement regions (confine or barrier by floor biome), keep-in / keep-out regions, and reachability-aware targeting.
  • Overhead speech bubbles, proximity NPC chat and ambient chatter. “Say” is now a real local proximity channel — the only one that bubbles.
  • Proper dialogue windows with options; AI chat gated on availability.
  • Mobs and NPCs run when chasing or fleeing and walk when wandering, with a run-stamina combat option.
  • NPCs and mobs move as smoothly as players — no more waypoint teleporting.
  • Multi-placement NPCs: mark one as a spawn template and place it as many times as you like.

Deep Dive

Combat

  • Intelligent mob ability AI — mobs and NPCs use their assigned abilities with per-entity usage rules, authored in the mob and NPC editors.
  • Enemies get an assignable primary attack ability, chase speed and velocity-driven locomotion.
  • Element properties — creator-authored element-to-status procs.
  • Channelled abilities tick properly; ally heals reach allies.
  • Activation VFX for instant casts, a full-animation toggle, and a structured field editor for ability world-action primitives.
  • The unarmed punch is a real editable ability. Abilities get authorable icons.
  • Melee hits land on the swing contact frame; projectiles emit from the body at any sprite size.
  • Server-authoritative respawn countdown with death-loop guards.
  • Safe zones and friendly NPCs no longer damage players via AoE; non-enemy NPCs obey PvP rules.
  • Mob-kill XP reworked: the authored reward, split by damage dealt, with level scaling, a live multiplier, and routed through the ability used rather than just the weapon.
  • Pet-like ally summons, teleport range and bounds, and collect-type quest objectives.

Deep Dive

Building & land

  • A bottom build bar with world-cursor object placement, and audio feedback for build actions.
  • Painted claim tiles with paint and fill tools, plus Stardew-style watering.
  • Dynamic fenced animal pens with spatial footprints, a green overlay, and a break warning.
  • Author building items end to end — item to object, tile or wall.
  • Walls and tile painting now work on land claims, not just housing plots. Roof style persists across restarts.
  • Player and authored chests; claim owners can place them.

Deep Dive

The UI editor now changes the game

The headline of the release for a lot of creators: what you author in the UI editor is what players see.

  • Deep HUD customization — stat bars, a top-bar designer, and per-panel appearance across roughly 37 catalogued panels.
  • Panel body recomposition — rearrange what's inside a panel, not just where it sits. Shared model, client runtime and authoring in the Panels tab.
  • Live real-HUD preview with draggable custom menus, and a full-screen layout mode.
  • Modular nameplates — crest, frame, per-scope font, independent name offset, mana/stamina bars, segmented style, bar colours, a cast bar, module reordering and saved skins. Parity across mob, NPC and pet.
  • Authorable loading screens with a world-ready spawn gate, a progress bar and a waiting-on line.
  • An authorable login screen, authorable floating top-bar buttons, and an XP bar under the hotbar.
  • Customizable in-world selection indicator, hotbar appearance controls, and a “use theme accent” option for HP/MP/stamina bars.
  • Show/Hide Menu event command — open or close any HUD menu from an event.
  • HUD gated on effective world feature flags, so disabled systems don't show dead buttons.

Deep Dive

In-game windows, rebuilt

  • Bank, chest and shop redesigned with shared inventory-style gem-socket slots, drag-to-move, and shift-click quantity pickers for big stacks.
  • Bank and chest open beside your real inventory so you can drag between them, Albion-style.
  • Trade window redesigned to match bank and shop.
  • In-game achievements window with a tracker and an H hotkey.
  • Guild panel redesign, customizable social/friends panel, premium treatment for companions and social, and a top-centre target frame.
  • Character panel with two-column stats and a player-level progress bar.
  • Icon-only inventory cells with a single filter dropdown; equipment slots as square icon-only cells.
  • Equipment loadouts in the loadouts panel; pet interaction radial menu on right-click.

Deep Dive

World, atmosphere & the map editor

  • Atmosphere — author each time of day's ambient colour, a night-darkness dial, and every weather's look. What you see in the editor is what players see.
  • Creator calendar — author your world's calendar, seasons and dated events, with a seeded weather forecast.
  • Procedural dungeons with rotating portals, and cross-restart persistence for persistent instances with authorable reset conditions.
  • Set time of day and weather from events, per-player or world-wide.
  • Drag to paint tile and object properties; drag-select in the palette; fill paint tool.
  • Zone Properties rebuilt as real tabs instead of one long scrolling column.
  • Level-gated character effects and auras; recolour equipment and prop layers with the avatar.
  • Direction-partitioned cell animations, per-facing direction mapping in the avatar editor, and frame-count-aware import durations.
  • Map render fixes: GPU renderer autotile parity, wall autotiles in game, night/dusk preview, live water, stamp fidelity and pan behaviour.

Deep Dive

VFX, audio & art pipeline

  • Effekseer support — import RPG Maker .efkefc effects, preview them, upload whole effect folders, use them as first-class VFX layers, and render them into Pixi's framebuffer in game. They auto-play in combat.
  • Per-mob death VFX, authorable AoE visuals and telegraphs, and light-emitting VFX layers.
  • VFX editor redesign with load/new/duplicate and a grouped inspector.
  • Audio — a Sounds page for assigning uploaded audio to engine sound slots, weather and time-of-day audio triggers, and assignable weather/time/biome ambience.
  • PVGames importers — a pre-cut sprite layout model, a unit assembler, sheets at any resolution, a Character/Creature selector, legacy folder and mastersheet importers, and monster mastersheets.

Deep Dive

Guilds, social & admin

  • Guild member roster with promote, demote and kick, leader-leave-disband, and authorable ranks and permissions.
  • Guild badges — upload an image, and choose whether nameplates show the tag, the full name, both, or the badge.
  • Structured season scoring and level-perk editors — no more hand-typing JSON.
  • The Guilds tab now reads the running server, so it shows the guilds that actually exist in your world.
  • Bulk delete across the whole Database Manager — every main list and sub-tab: items, mobs, abilities, recipes, skills, quests, NPCs, resources, achievements, loot tables, pets, mounts, affixes, elements, status effects, runes, sprites, housing and more.
  • Characters listed as a table with Classes folded in as a tab; status effects and classes as tables too.
  • Admin player tools: grant abilities, edit stats, cross-map teleport, unban, delete a player from the server they actually live on, and offline fallbacks.
  • Engine-wide UI surface redesign, an IDE-style plugin editor workbench, and tool modals you can switch between without closing — with an unsaved-changes guard.
  • Ability icons in the modal header; instances editor in a tabbed modal; media browsing scoped to the ability's folder.

Deep Dive

Security & server integrity

  • Built-in server-authoritative anti-cheat — behavioural detection, a suspicion score, and flag/throttle/kick/ban escalation, with a creator-settable per-IP connection limit.
  • Unsafe SQL interpolation banned outright; DEV_OPEN_ADMIN refused in production.
  • Gameplay exploit closures: deleted item definitions no longer destroy items, silver or spawn ghosts; looted items aren't destroyed on a full inventory; stale player ghosts no longer duplicate on reconnect.
  • False connection-flood bans for shared networks and reload churn fixed.

143 Fixes

The ones you'll actually notice

  • Weapons vanishing mid-attack, and weapon swaps stuck until you moved.
  • Black world canvas from destroyed corpse paperdolls, sparse-chunk lighting crashes, and the high/ultra black screen.
  • Pets and mounts frozen, wrongly sized, or desyncing from the rider.
  • Players floating a tile above the ground; nameplates and bars anchored to the sprite instead of drifting.
  • Smooth local-player motion with no walk-cycle resets; camera stops at the world edge and re-frames on zoom.
  • Mobs not damaging players in PvE; mobs dropping silver on kill.
  • Vercel build out-of-memory on admin and client.
  • The Studio desktop app's game-server crash loop and dev-mode playtest.
  • Deleted skills returning on the live server; player level as the average skill level.
  • Boss bar and build mode covering the top bar and hotbar.
  • Nameplate crest no longer repeats the name's first letter — it reads as a drop cap.
  • …and roughly 130 more across combat, rendering, the editor, quests, shops, markets and hosting.
reddit.com
u/TheED5 — 23 days ago
▲ 3 r/MMOStudio+2 crossposts

MMO Studio New Mechanics Testing: Summoning-Boss Fights-Teleporting-Summoning

I’ve been working on MMO studio for about 5 months now 19hrs a day! I am very impressed with the amount of work from place facing stuff to the backend which only I see… There are so many mechanics and features built in to make any type of MMO you want! Want to make an Albion online game, maybe a stardew valley type farming rpg the. Why not?

I’m building this tool for all that want to make an MMO rpg but are held back by coding and what a simple and easy tool to build there MMOs!

From anti cheat systems to full sim like building I. Your claimed and mmo studio has it all!

youtu.be
u/TheED5 — 26 days ago
▲ 1 r/MMOStudio+1 crossposts

I Risked Everything in Valcoma | Full-Loot PvP &amp; Party Hunting - MMO STUDIO 0.3.0 DEMO

youtu.be
u/TheED5 — 26 days ago
▲ 1 r/MMOStudio+4 crossposts

MMO Studio Gameplay Trailer Test | Building a 2D Online RPG Engine

I’m testing new gameplay footage from MMO Studio, my 2D online RPG engine built for creating multiplayer RPGs with RPG Maker-style workflows and MMO-ready systems.

This trailer-style test shows early gameplay movement, world exploration, combat, pets, enemies, and the overall feel of a live online RPG world. MMO Studio is designed to let creators build their own multiplayer RPGs with tools for maps, quests, NPCs, items, combat, pets, crafting, and more.

This is still a work-in-progress gameplay test, but it shows the direction MMO Studio is heading: making online RPG creation easier, faster, and more accessible for indie developers.

Try MMO Studio here:
https://mmo.ed5enterprise.com/

youtu.be
u/TheED5 — 2 months ago

MMO Studio 0.2.9 Released: The Hello World Update!

MMO Studio 0.2.9 is a big “under the hood” update that makes the engine feel more complete, faster, and closer to a real online RPG creation pipeline.

This update adds Skill Book items, better pet and mount support, cleaner resource spawning rules, improved hosted project setup, and a much better character creator fallback preview for projects without custom art yet.

The Studio AI Copilot also got a major upgrade with a redesigned chat, screenshot attachments, smarter tool behavior, build plans, inline approvals, better artifacts, and cost tracking.

There’s also a lot of backend and editor work:

  • Safer WebSocket authentication
  • Better live server publishing
  • Faster hosted database loading
  • Realtime collaborator cache invalidation
  • Large media uploads through Storage
  • More reliable RPG Tools imports
  • GPU renderer now matching the Canvas editor
  • Rideable pets can now work as mounts
  • A live browser demo page for the Valcoma world

MMO Studio is my own engine for building 2D online RPGs and MMOs. It supports tile-based RPG worlds, multiplayer systems, customizable mechanics, Studio AI tools, and full RPG Maker project imports.

A lot of this update is plumbing, but it is the kind of plumbing that makes the whole machine stronger. The pipes are tightened, the sparks are behaving, and the MMO engine is starting to hum.

Check it out here:
https://mmo.ed5enterprise.com

u/TheED5 — 2 months ago

Testing PvP Duels in MMO Studio’s 2D Online RPG Engine

I made a new video testing the duel system in MMO Studio.

MMO Studio is my own engine for building 2D online RPGs and MMOs. It is built around tile-based RPG worlds, multiplayer systems, custom game mechanics, and the ability to import full RPG Maker projects into a more online-focused engine.

In this test, I’m running around the world and testing duel combat. The video shows player movement, targeting, skill usage, hotbar/inventory UI, and early PvP systems working together.

The main goal is to get the core MMO loop feeling solid: movement, combat, abilities, pets, mobs, inventory, and multiplayer interaction all connected inside the same engine.

The video shows:

  • Duel / PvP combat testing
  • Player movement
  • Skill and ability casting
  • Combat targeting
  • Inventory and hotbar UI
  • Early MMO gameplay systems coming together

Video:
[PASTE YOUR YOUTUBE LINK HERE]

MMO Studio:
https://mmo.ed5enterprise.com

It is still early, but seeing the duel system working in-game makes the engine feel a lot closer to the type of online RPG builder I’m trying to create.

youtube.com
u/TheED5 — 2 months ago

MMO Studio Gameplay Test: Pet Combat and Mob Fighting

made a new video testing pet combat in MMO Studio.

MMO Studio is my own engine for building 2D online RPGs and MMOs. It is built around tile-based RPG worlds, multiplayer systems, customizable game mechanics, and the ability to import full RPG Maker projects into a more online-focused engine.

In this video, I’m running around the world with a pet while fighting mobs. This is still early, but it shows the gameplay loop starting to come together: movement, enemies, combat, and pet companions all working inside the same world.

The goal is for pets to be more than just cosmetic followers. I want them to become part of the actual RPG system, where they can follow the player, help in combat, and eventually have deeper progression or battle features.

youtube.com
u/TheED5 — 2 months ago

Building an MMO With Friends: Real-Time Collaboration in MMO Studio

MMO Studio is my own engine for building 2D online RPGs and MMOs. It is not just a plugin or a map editor. The goal is to give creators a full engine where they can build tile-based RPG worlds, customize systems, work with multiplayer features, and launch playable online games.

One of the big things I’ve been working on is team workflow. With this update, multiple users can work inside the same project in real time, which makes MMO Studio feel much closer to a collaborative development workspace instead of a solo editor.

The video shows:

  • Multiple users collaborating in the editor
  • Real-time project updates
  • Team-based MMO/RPG world building
  • MMO Studio moving toward a more complete online game creation pipeline

MMO Studio is its own engine, but one of the important features is that it can also import full RPG Maker projects. So people who already have RPG Maker maps, assets, or game ideas can bring them into MMO Studio and start moving toward an online multiplayer setup.

MMO Studio:
https://mmo.ed5enterprise.com

I’m still building it, but real-time collaboration is a big milestone for where I want this project to go.

youtu.be
u/TheED5 — 2 months ago