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MMORPG Framework

Unreal Engine platform · Framework v1.0.0 (frozen) · Primary local target UE 5.8

A modular, testable MMORPG development platform — not a finished game. The framework is the product; games and adapters are separate deliverables built on top of it.

Source repository: MchtMzffr/mmorpg-framework (local workspace: X Online).

Quick start Capabilities Architecture

What you get

Layer Role
Simulation core Deterministic command → state model (SIMULATIONCORE)
Owner capabilities Inventory, Loot, Quest, Economy, Crafting, Vendor, Mail, Marketplace
Persistence Versioned composite unions, round-trip + hash identity
Platform hardening Stress, fuzz, long replay, corruption matrix, CI baselines (PH0–PH5)
Network (Phase 2) Dedicated host, replication/interest, prediction/reconciliation tracks

What this is not (v1 honesty)

Not a live MMO out of the box

Framework v1 proves correctness of simulation + capabilities. It is not a shippable consumer MMO with content, franchise IP, or full production ops. Live multiplayer transport and game content sit on later tracks — see Roadmap.

Commercial charter: build reusable technology, not a branded game product first. Framework code stays IP-free (no franchise names in cores).

Documentation map

Page Use when
Quick start Open the Runtime host project
Capabilities Inventory → Marketplace owners
Architecture Repo layout + plugin map
Roadmap v1 frozen vs Phase 2
FAQ Common questions

Deep governance (Constitution, ADR, Gates) lives in the source repo under Documentation/ — this hub is the customer/seller entry, not a second SSOT.