Personal project / Voxel MMORPG
Ember Wilds.
A multiplayer voxel RPG with seven regions, quests and combat.
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Screenshots
The starting region, with a river, goblins and the first quests.
Fallowmere at dusk, with direfangs near the player and an active quest log.
Greenmarch, with pale terrain, a ruined colonnade and a chest.
The darkest region. The only reliable light source in this frame is the character.
A nova attack in the Ashen Waste, with a 684 damage marker.
Greywall Peaks after combat, with banners, dropped items and projectiles still visible.
The title card for Black Plateau, the seventh region.
My work
World design, the browser client and the realm service.
Working with
three.js · Colyseus · WebSocket · Fly.io
Inside the build
Keeping a shared world in sync.
Context
Every player needs the same world state, including quests, loot and combat, while the browser remains a responsive renderer.
How it works
A separate realm service runs the simulation. Colyseus rooms send shared state over WebSocket to the three.js client.
In the work
Live without install: seven regions and realms that hold up to 64 players.
- Realm
- Web tier plus separate authoritative realm service
- Progression
- Fame, satchel and tiered gear across seven regions
- World rule
- Classes unlock through beast lore and study, not a skill tree