r/LostSaga

Rebuilding LS [3] - OpenSaga demo version

Hello everyone,

The first playable demo is on its way, I have started on both the server and the client, and in terms of gameplay I have the following for the first demo:

Heroes: Iron Knight, Western Gunman, Cyber Medic, Savage Berserker, Robin Hood, Ice Mage, Tao Warrior, Wild Boxer, Viking Raider, Kage Ninja

Maps: Pirate Bay, Cube, Ancient Ruins, Wild West, Skyscraper

Modes: Team Death Match

And a bunch of other smaller things..

The video is me playing on the new Godot client, connected to the new gameserver running on my local. In the video I'm running two instances of the client connected as two different users.

When watching the video you'll notice a few bugs, some missing things, and some small glitches, I'm still working on resolving these before I release the demo.

Join us on Discord: https://discord.gg/SHWjWz7WX

u/__le0n — 9 days ago

Rebuilding LS

Hello everyone,

I'm working on a project I'd like to share with all of you, and I'd like to see if people find it interesting.

I've had the 2014 source leak for almost 3 years now. My original goal was just to try and run the game locally for fun, but I didn't have the time until last week. I managed to get it running, but as you might expect, it was full of bugs: visual issues (corrupted text, misplaced elements, different languages, etc.) and gameplay bugs as well.

I can't really judge the codebase, since first of all this is a leak and it's also from 2014, so it's expected to be in a messy state. What I can say is that it's full of tech debt, and it's complex. It has a lot of 3rd party integrations with regional payment providers and a lot of conditionals based on which region it's shipping to. The architecture itself is a bunch of microservices, most of which are for operational stuff like accounts, payments, etc. On top of that, the build toolchain is very old and the runtime requirements are complicated.

I started digging into the actual game side of things: the 3D engine, the assets, and the game logic. I began extracting game logic and assets and trying to replicate them externally, and I've managed to achieve pretty decent results. Also, with the knowledge I gained of how the game works internally, I was able to reverse engineer and extract content from newer clients, which means newer heroes and items.

I've attached some videos for you to see:

  1. A demo of 4 NPCs fighting. This is all running in a browser, using the original game assets (meshes, skeletons, effects, animations, etc.), rendered by ThreeJS and running on an engine written in JavaScript that replicates the original game engine.

  2. A preview showcasing a hero.

I built this as a proof of concept before starting an actual rewrite, and I've already started that rewrite. On the server side, I'll be building it in a modern language on a completely new, stripped down, minimal architecture that has only what's needed to run the game. I won't be porting any server side logic from the old codebase unless necessary. On the client side, I'll be building a modern client in Godot.

This game was a huge part of my childhood and I'd really like to play it again. I've lost all hope of getting an official NA/EU server, and the current state of private servers is discouraging. I've tried a lot of private servers throughout the years and it's always disappointing. I believe newer private servers are using more modern codebases than the 2014 one I could find, but they're still trying to operate and maintain a legacy codebase they're not the real authors of, so there will always be limits to that. The only private server I truly enjoyed was probably Laxion, and it's been almost a decade since that one shut down.

I want to hear people's opinions. I'm continuing with this project nonetheless, even if it never sees the light. Running a server wasn't my original intent anyway, I'm doing it for fun. But if people are actually interested, I think there's an opportunity to have a decent community driven private server where we can actually improve and fix things and have proper control over everything. I think a modern, scalable, lightweight architecture and a properly maintained and understood codebase will open up a lot of opportunities.

And yes, rewriting an old game sounds like an insane idea. I didn't even think I'd get this far. But with the game assets, mechanics, and logic already in hand, and with the proof of concepts I could produce in just a week with the help of Claude Code, I'm encouraged to continue.

Keep in mind this is going to be a lot of work, and it will go through many many iterations before it's on par with the original in terms of completeness. But if people are willing to test and support this project, we can start small and keep adding things.

I'm interested in hearing what people think.

u/__le0n — 12 days ago