UE 5.7.3Studio status pagePrototype build

Rebuilding Runes of Magic in Unreal Engine

A studio-style rebuild targeting Unreal Engine 5.7.3, focused on production fundamentals: an authoritative server setup, repeatable content pipelines, stable frame times, and shippable builds. Current focus is FX iteration (Niagara) while landscapes, models, and character animation systems are already in a good state.

Engine
Unreal Engine 5.7.3
Now
FX systems + gameplay hooks
Build
Server architecture complete
FX Test
YouTube

Runes of Magic FX Test completed! Visual effects were successfully tested and optimized for performance, clarity, and gameplay feedback. Development continues.

STATUS

Core game dynamics are coming together

Server structure is complete and we’re iterating on FX. The current baseline is focused on the core pillars required for a playable slice: networking, content integration, and animation/FX readability.

Status snapshot
  • Server architectureComplete (core structure locked in)
  • FX systemsIn progress (Niagara + gameplay hooks)
  • LandscapesOK (base materials + layout pipeline)
  • ModelsOK (import, LODs, materials)
  • Character animationsOK (retargeting + state machines)
Server layer (completed)

The server structure is in place and treated as authoritative. The focus is on clear ownership boundaries (server vs client), stable replication rules, and a workflow that supports iteration without breaking determinism.

  • Authoritative simulation boundaries
  • Replication rules + network budgets
  • Session/character flow (foundation complete)
ROADMAP

Milestones built for shipping discipline

Each milestone produces something runnable and measurable: stable frame times, predictable build outputs, and a clear definition of done. Scope expands only after the slice is fun and technically solid.

Foundation & build pipeline
milestone
  • Project structure + coding standards
  • Local build scripts (cook/package ready)
  • Asset import rules + naming conventions
Vertical slice (gameplay framework)
milestone
  • Character locomotion + camera stack
  • Combat prototype (hit logic, timings, VFX hooks)
  • Data-driven configs (tables/assets, tuning pass)
World, rendering & content
milestone
  • Environment blockout → art pass workflow
  • Lighting (Lumen/Nanite-friendly budgets)
  • Animation Blueprints + Niagara integration
Systems, QA & shipping
milestone
  • UI/HUD baseline + input rebinding
  • Profiling + performance targets (GPU/CPU budgets)
  • Packaging, versioning, and release builds
MEDIA

Build media (from local workspace)

We’ll share in-engine progress as it happens. As development continues, we’ll add UI widgets and the combat loop to these updates. Current baseline: in-game models and character animations are ready, and the rest of the systems are being built on top of that foundation.

YouTube build gallery
Now playing: Login Screen
PLAYLIST
Unreal Engine rebuild screenshot 1asset
Unreal Engine rebuild screenshot 2asset
Unreal Engine rebuild screenshot 3asset
Unreal Engine rebuild screenshot 4asset
Unreal Engine rebuild screenshot 5asset
Unreal Engine rebuild screenshot 6asset
Unreal Engine asset preview (character/rig)asset
Unreal Engine Login Screen UIasset
SUPPORT

Help keep the rebuild moving

If you’d like to support development and more frequent updates, you can contribute directly. Thanks for being part of the journey.

Buy Me a Coffee

Support helps with tools, marketplace assets, and time allocation for deeper polish passes (FX readability, animation cleanup, and world dressing).

What’s next
  • FX pass: impact readability, timings, and performance budgets
  • Gameplay VFX hooks: animation notifies → Niagara events
  • World dressing pass: landscape details + set dressing
  • Iteration cadence: consistent captures + status updates
Supporter leaderboard
coffees

We would like to thank you for your support.

  • #1Prslord5 coffees