
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.
Runes of Magic FX Test completed! Visual effects were successfully tested and optimized for performance, clarity, and gameplay feedback. Development continues.
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.
- 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)
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)
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.
- Project structure + coding standards
- Local build scripts (cook/package ready)
- Asset import rules + naming conventions
- Character locomotion + camera stack
- Combat prototype (hit logic, timings, VFX hooks)
- Data-driven configs (tables/assets, tuning pass)
- Environment blockout → art pass workflow
- Lighting (Lumen/Nanite-friendly budgets)
- Animation Blueprints + Niagara integration
- UI/HUD baseline + input rebinding
- Profiling + performance targets (GPU/CPU budgets)
- Packaging, versioning, and release builds
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.
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.
Support helps with tools, marketplace assets, and time allocation for deeper polish passes (FX readability, animation cleanup, and world dressing).
- 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
We would like to thank you for your support.
- #1Prslord5 coffees