MMO Studio Gameplay Trailer Test | Building a 2D Online RPG Engine
▲ 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 — 1 day 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 — 9 days 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 — 10 days 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 — 11 days 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 — 11 days ago

Testing Projectile Combat in ED5 MMO Studio, My Own 2D MMO Engine

I’ve been testing the projectile system in ED5 MMO Studio, my own 2D isometric/top-down MMO engine.

This test is focused on making projectiles feel good in real gameplay, not just spawning a sprite and calling it done. I’m working on things like:

  • Firing projectiles from abilities
  • Direction-based movement
  • Collision with enemies/players
  • Server-side validation for MMO gameplay
  • Visual feedback so attacks feel responsive
  • Making it work with tile-based maps and real-time combat

The goal is to let creators build RPG-style combat systems where spells, arrows, bullets, fireballs, and other ranged attacks can work properly in an online world.

MMO Studio is its own engine, but it also supports importing full RPG Maker projects, so creators can bring in maps, tilesets, and events, then expand them into an online multiplayer game.

Projectile combat is one of those systems that seems simple until you start making it work in a real MMO environment. This test is a big step toward making combat feel more alive. 🎯

youtu.be
u/TheED5 — 12 days ago
▲ 2 r/MMOStudio+2 crossposts

First live server is up for a game made with MMO Studio

Big update for ED5 MMO Studio: this one focuses on making hosted projects, collaboration, publishing, and customization feel much more production-ready.

Studio Web now supports shared projects with owner/editor/viewer roles, live editor presence, view-only locks, and real-time co-editing for cursors, tile/object painting, placed objects, walls, and roofs.

Large hosted maps also got a major reliability pass: better chunk loading, compressed baked map data, smarter image warming, scene-cache reuse during panning, and an optional Pixi/WebGL renderer for big RPG Tools imports.

Publishing is now staged instead of fragile: media optimization, DB syncing, map/chunk publishing, Supabase/local asset handling, managed VPS lifecycle tools, backups, logs, domains/TLS, heartbeats, and public hosted play links are now supported.

The in-game UI customization editor is also live. Creators can configure HUD/menu placement, 9-slice frames, panel images, hotkeys, inventory slot counts, custom equipment slots, widgets, and server-authoritative UI config that syncs to the client.

Studio AI Copilot got a big redesign too: turn-based chat history, inline tool activity, approval cards, artifact previews, screenshot attachments, Stop button, better cost tracking, safer auto-run behavior, and stronger planning that avoids repeating work.

Other additions include skill-book items, better pet/equipment handling, hosted starter-content seeding, a higher-quality SVG character fallback preview with direction rotation, a new AI Game Builder flow, full embedded admin DB pages, vocabulary overrides for more client/server UI text, developer API keys, yearly billing, pricing-page improvements, and a lot of bug fixes.
-

youtu.be
u/TheED5 — 13 days ago

MMO Studio Can now support 400x500 Maps!

After a week of optimizing and moving rendering from canvas2D to PixiJS, the map editor can now handle a 400x500 map with tons of objects!!!! This no longer kills the engine!

Before maps like this would literally crash the engine.

A map made by one of the users of the engine. made using PV Game assets!

https://mmo.ed5enterprise.com/

u/TheED5 — 18 days ago
▲ 3 r/RPGMakerMZ+3 crossposts

Testing the very first live server for my mmo engine! A modern mmo rpg game engine with rpg maker easy of use with a ton of packed in features and support for rpg makexp -> mz

u/TheED5 — 23 days ago
▲ 4 r/MMOStudio+2 crossposts

0.2.9 HELLO WORLD UPDATE!

I WAS SO EXCITED BTW AFTER 5 MONTHS OF WORKING NONSTOP THIS IS HUGE FOR ME AND THE COMMUNITY!

After this next update, ED5 MMO Studio will hit a major milestone, and it’s starting to line up with my original vision for version 0.3.0.

A lot of major systems have been added in this update.

You can now invite other users to your projects as collaborators and give them either read-only or read/write access. Write access is limited to license holders, so teams can work together while still keeping project ownership and licensing clean.

The biggest piece, though, is that the VPS plumbing is now complete.

That means users can finally take their MMO projects live, host them properly, and let real players start joining their worlds. This is the update where projects stop being “just in the editor” and start becoming actual playable online games.

Because of that, I’m calling this the Hello World Update.

It feels like a huge step forward for the engine.

,

u/TheED5 — 24 days ago

0.2.9 The Big UI update is looking great!

For the past few updates, I’ve been slowly building out UI customization for ED5 MMO Studio.

This next update is a much bigger step in that direction, with a major focus on in-game UI customization.

Creators can now customize things like:

  • UI colors and themes
  • HUD layout and positioning
  • Individual panels, such as the inventory panel
  • Panel visibility and styling
  • Custom HUD setups for their own game

The goal is to let each MMO feel more like its own game, instead of every project using the same hardcoded interface.

This is especially important for creators who want their game’s UI to match their world, art style, genre, or overall vibe without having to dig into the source code every time.

It’s still being improved, but this update moves the engine much closer to giving creators full control over the player-facing experience.

u/TheED5 — 29 days ago
▲ 2 r/ShowMeYourSaaS+1 crossposts

My MMO Studio still going strong! 3.9k in revenue and $300 MRR!!!

About 3 months in and some days

u/TheED5 — 1 month ago
▲ 5 r/MMOStudio+4 crossposts

MMO Studio: The Agentic Update

MMO STUDIO WEBSITE
🚀 ED5 MMO Studio Massive Update

Over the last two updates, we've added some of the biggest features the engine has seen yet.

🤖 Studio AI Copilot Gets Real

The AI Copilot is no longer just a chat box.

It can now:

  • Create zones
  • Paint terrain
  • Place objects
  • Generate zone previews
  • Create mobs
  • Create abilities
  • Generate content in bulk
  • Link media assets
  • Validate data
  • Execute multi-step workflows with memory

The AI now shows:

  • Progress updates
  • Tool timelines
  • Task checklists
  • Approval requests
  • Recovery actions
  • Final result summaries

It feels much closer to a true development assistant than a simple AI prompt window.

🎨 AI Object Generation

Click any empty tile and generate map objects directly inside the editor.

The AI:

  • Reads nearby props
  • Learns your project's style
  • Generates multiple candidates
  • Lets you compare options
  • Saves selected assets directly into your media library
  • Places them automatically if the area is clear

🗺️ AI World Building

Describe a world in chat and let the AI start building it.

Studio AI can now:

  • Create zones
  • Paint tiles
  • Place objects
  • Generate previews

Directly from conversation.

🐉 Pet Evolution System

A major MMO feature addition.

Creators can now build:

  • Branching evolution paths
  • Level-based evolutions
  • Item-triggered evolutions
  • Happiness-based evolutions
  • Mount evolution outcomes

The runtime automatically handles evolution checks as pets progress.

☁️ Unified Cloud & VPS Management

Managed servers and Bring-Your-Own VPS now live in a single dashboard.

Creators can:

  • Attach external VPS servers
  • Manage runtimes
  • Deploy projects
  • Monitor cloud usage
  • Launch games directly into live runtimes

🌐 Browser MMO Deployment

Studio Web now launches directly into deployed live game servers.

Added:

  • Signed runtime handoffs
  • Live runtime selection
  • Installable PWA support
  • Browser-based MMO deployment

Players can install your MMO directly from the browser.

🔌 Creator MCP Released

External AI tools can now connect directly to MMO Studio.

Features:

  • Public MCP endpoints
  • Developer API keys
  • Studio Agent Gateway
  • AI workflow automation
  • Third-party AI integrations

Build your own tools around ED5 MMO Studio.

🧪 Automated Playtesting

Added server-side simulation systems.

Creators can:

  • Run automated playtests
  • Validate content
  • Test gameplay systems
  • Exercise content before release

Without needing real players online.

🎨 Full UI Theming

Replace system UI art without modifying engine code.

Swap:

  • Nameplates
  • HP bars
  • MP bars
  • Crests
  • Pennants
  • Relation indicators

Simply drop replacement files into your project.

⚔️ Gameplay Improvements

  • Custom crafting recipe icons
  • Authored status effect icons
  • Expanded AI content generation tools
  • Improved combat HUD visuals

🗺️ Zone Editor Upgrades

  • Starter prop library included
  • Better object scaling
  • Improved object occlusion
  • Better isometric rendering
  • Water animation improvements
  • Brush workflow upgrades
  • More reliable autotiles

⚡ Massive Engine Refactor

Major editor, renderer, database, and server architecture upgrades completed.

Highlights:

  • Renderer modularization
  • Server Component migrations
  • Faster database editors
  • Improved caching systems
  • Better loading performance
  • Cleaner editor architecture

🔒 Security & Production Hardening

Completed one of the largest security passes in the project's history.

Includes:

  • New WebSocket authentication flow
  • Runtime message validation
  • Improved Stripe webhook reliability
  • VPS authentication improvements
  • Service-role isolation
  • Optional Sentry monitoring
  • Deployment hardening

ED5 MMO Studio continues moving toward a complete AI-assisted MMO development platform where creators can build worlds, generate content, deploy servers, automate workflows, and launch persistent online games from a single ecosystem.

#gamedev #indiedev #mmorpg #mmo #ai #artificialintelligence #webdev #indiegame #rpgmaker #opensource

u/TheED5 — 1 month ago

Dev Blog 5/21/26

Been mainly working on refactoring the bulk of the code base but we do have some new exciting updates for you guys!

NEW FEATURES:

Can now customize player controls
Can now Cloud save/sync between local and website projects
Can now use our In house VPS from Digital Ocean
Can now use our in house AI tools for game asset gen

New subscription model that allows users to gain access to a VPS, ai credits, database, auth, and storage

Engine is still One price and can still bring your own VPS, DB, AUTH, Storage. but if you want to build without having to deal with the backend! We got the solution.

We also offer standalone VPS prices and AI credits outside the subscriptions.

u/TheED5 — 2 months ago
▲ 5 r/SaasDevelopers+1 crossposts

My SaaS and what I learned from them.

Some background. I'm a web/game dev who loves to program and build. Before I got into software I was making websites for clients and selling plugins for rpg maker mz. This made me some money (websites I would get like a client every so often not enough to count as reoccurring) and the plugins I sold would make about $200-300 a month highest most was 400 but normally ranges between 200-300.

The very first software I would say I built was a digital business card platform which I built around the time I first started coding (This didn't go anywhere) I got like 2 sales from people I knew in real life one was for $100 and the other was $50. I was selling the cards no the software.

What I learned from this was that Just because I can build it doesn't mean people will use it. Even if it's a product that is already exists. You need a lot of things to go with just building the product. (I'll explain later)
https://vcard.ed5enterprise.com/

I built a lot of other tools but didn't release any of them.

My next Software was an online booking platform I was selling as a direct competitor to acuity scheduling. I made it free or a one time payment for $50 vs the $16 monthly fee they charge. Same issue as my first saas even though this one was free to start I still got 0 users. https://boox.ed5enterprise.com/

SO now I have two software all in my option are great and solves real problems, but NO customers or users.

From my own research I can tell I was missing marketing and more importantly I was marketing to the wrong people. I only advertised my software on IG where I knew most people thinking they would at least be interested as some of them would actually benefit from my services.

The second thing I Learned was that it's hard to actually tell people what your product is! If you get good at that things will be easier. Most people I talked to in real life would always say "Yah i saw that what was it" lol and I'm like bro if you paid attention you would know. But it's not their fault. you just have to do a better job.

I gave up on software because It wasn't going anywhere based on those past result. What was working was the plugins for rpg makers so I kept doing that.

I had an idea to make a trading card game like cards and castle (a game i used to play on IOS)
https://unit.ed5enterprise.com/

When that was completed to about 80-90% I launched the game (still no users, but I haven't been marketing it)

While working on the finishing touches of the Game I got bored and said you know what I always wanted to build an MMO lets do that especially now that AI can speed up my progress.

So i spent 1 month building my MMO , which included building systems and menus to make it easy to add and change features without having to code. at the point I was like you know what Since I'm building all these tools I can also package it as a software and also allow other people to make their own games.
So I transitioned from making a game to building an engine.
https://mmo.ed5enterprise.com/

so a month in and turning my MMO that's 10% completed into a game engine that's (25-50%) completed since I don't have to build the content anymore.

after a week of listing I got my first sale of $250, then $400, and sales have been coming since. so far we're about 2.7 months in and about 2.7k in revenue with 14 active users.

This one Taught me a lot about what I was missing for the other Sass i built.
1 I gained most of my sales from people that we're in the same community I have been a part of since I was 12. I know everything about that community and what makes them go AAAH because that would also make me go AAAAAh. My highest ticket purchases though has been from people discovering me for the first time.

So that's the other lesson, stay consistent and just build.

So now I've been spending most times updating and completing the engine(released in early access) and while I was at it I turned my Trading card game into a game engine that allows users to make their own card games just like my MMO studio, and Also rebuilt the digital business card from scratch so I can try again to get some users using the things I learned
https://tcg.ed5enterprise.com/

Out of all my build 1 would say only 1 is going unexpectedly which is good! and using that momentum I'm building everything else up while pushing out new update/fixes for the MVP while trying to get more customers for it as well.

reddit.com
u/TheED5 — 2 months ago
▲ 95 r/SaasDevelopers+1 crossposts

New saas made 2.7k in revenue with 14 active users in 2.5 months!

I have been working on a software that allows indie game devs make MMO RPGs with the simplicity of the rpg maker engine. At first this was just a person project because I wanted to build my own mmo, but as I was building it I realized I made the whole engine user friendly as I did t want to have to code everything. About a month into it I decided to list it as early access and see what happens. Within a week I got my first sale! $250 they skipped the indie tier and went straight for the middle and the second sale was the enterprise which is $400

Sales and users are still coming in and I’m excited to finish the engine

The only things I would recommend as to be consistent and post your work! You never know.

u/TheED5 — 2 months ago
▲ 4 r/MMOStudio+3 crossposts

ED5 MMO Studio 0.2.6 Update: AI Media Tools, Cloud Sync & Faster MMO Maps

ED5 MMO Studio 0.2.6 is here, and this update brings a huge wave of improvements across the desktop app, admin/editor, Media Manager, and in-game client.

In this video, I walk through the newest changes, including faster zone editing, improved world setup, better RPG Maker/RPG Tools imports, Media Manager cloud sync, AI image generation tools for hosted plans, new asset tracking, fantasy-style character select UI, improved nameplates, smoother local playtesting, and major desktop fixes for macOS/Linux.

This update focuses on making ED5 MMO Studio feel faster, cleaner, and more production-ready for indie developers building MMO-style games.

What’s new in 0.2.6:

  • Faster zone editor rendering and tile painting
  • New tabbed World Setup flow
  • Weather, seasons, day/night settings now persist properly
  • Better map loading with local IndexedDB caching
  • Improved RPG Maker and RPG Tools import reliability
  • Media Manager cloud sync with conflict resolution
  • AI image generation tools for hosted users
  • Bulk rename, bulk tagging, and folder drag-drop support
  • Asset “Used By” tracker before deleting media
  • New fantasy character select UI
  • Configurable player nameplates
  • Better local playtest syncing
  • Desktop app fixes for macOS/Linux
  • License tier limits now apply correctly in desktop builds

ED5 MMO Studio is a standalone MMO creation engine designed to help indie developers build online RPGs with modern tools, server support, admin controls, map editing, RPG Maker-style imports, and more.

🌐 Try ED5 MMO Studio:
https://mmo.ed5enterprise.com/

Join me as I break down everything new in version 0.2.6 and show how the engine is getting closer to a full MMO-building pipeline.

youtube.com
u/TheED5 — 2 months ago
▲ 3 r/MMOStudio+3 crossposts

I just put together a walkthrough showing how I handle custom tileset imports in my engine,

ED5 MMO Studio.

Figured this might be useful if you’ve ever tried moving assets from RPG Maker or other tools into something multiplayer.

Check out the website.

Discord

u/TheED5 — 2 months ago