What works so far
A hand-written list of what you can do in game right now. It changes as things land.
89 of 145 working Last changed 42 days ago
Player
13 of 16 working-
WorkingPlayer movement and sprintingPeers move, sprint and turn in live sessions.
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WorkingCrouching and sneakingValidated in game by owner report on 2026-08-03.
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WorkingJumping and fallingValidated in game by owner report on 2026-08-03.
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WorkingAim pitch and sighted poseValidated in game by owner report on 2026-08-03.
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WorkingEquipped weapon modelValidated in game by owner report on 2026-08-03.
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WorkingWeapon drawn and holsteredValidated in game by owner report on 2026-08-03.
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WorkingClothing and armorConfirmed in game on 2026-08-20: outfits show correctly for both players, including different character sexes.
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WorkingPlayer face and body appearanceConfirmed in game on 2026-08-20: face and body appear correctly for peers, including different character sexes.
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PlannedPip-Boy open and closeTried in game on 2026-08-06 and the engine refuses to play it on another player's character. Parked for a later polish pass; a nametag already shows who is in their Pip-Boy.
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WorkingPip-Boy light on peersValidated in game by owner report on 2026-08-03.
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In progressPower armorRead-only probe is built; occupancy, ownership, mirror suits and fusion-core sync are not.
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WorkingNametagsNames, levels, health and rads render over peers; head-bone anchoring fixed height bob.
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WorkingAttention iconsValidated in game by owner report on 2026-08-03.
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In progressPlayer map markersServer routing and the Pip-Boy model writer are built; whether the icon appears is untested.
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WorkingParty HUD and vitalsHealth, rads and level are replayed on interest changes and resync periodically.
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WorkingFurniture use and seatsValidated in game by owner report on 2026-08-03.
Combat
13 of 15 working-
WorkingPlayer gunfirePlayer shots are captured and replayed; dry-click shadow shots are fixed.
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WorkingReload animationsValidated in game by owner report on 2026-08-03.
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WorkingMelee swingsConfirmed in game on 2026-08-20: melee, armed and unarmed, replays correctly for peers.
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WorkingGun bashConfirmed in game on 2026-08-20: gun bash replays correctly for peers.
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WorkingPlayer-to-player damageConfirmed with two players on 2026-08-07: shooting another player hurts them. Before this, one player's gun could do nothing at all for a whole session.
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In progressPlayer-to-NPC damageProtocol and authority routing are built; the recent fix still needs a live validation pass.
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WorkingNPCs hurting playersNPC attacker damage is reported and applied to remote players.
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WorkingGrenades and physical projectilesConfirmed in game on 2026-08-20: grenades and thrown weapons replay correctly for peers.
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WorkingExplosions from replicated projectilesConfirmed in game on 2026-08-20: explosions from replicated projectiles apply correctly for every observer.
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WorkingDowned stateConfirmed in game on 2026-08-20: downed state works for individual players and for a fully downed party.
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WorkingRespawn after bleedoutConfirmed in game on 2026-08-08: after bleeding out you get back on your feet on solid ground a short walk from where you fell. The earlier run that left you hanging in the air is fixed.
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WorkingRevive interactionConfirmed in game on 2026-08-20: reviving a teammate, including the stimpak and downed pose, works correctly.
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WorkingShared NPC aggroConfirmed in game on 2026-08-20: NPCs fairly split aggro and combat targeting across the party.
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PlannedFriendly NPC team logicSettlers and companions defending every player is not implemented yet.
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WorkingKill cameras suppressedConfirmed in game on 2026-08-20: kill cameras stay suppressed in a connected session.
NPCs & Companions
6 of 16 working-
WorkingAmbient NPC movementConfirmed in game on 2026-08-20: ambient NPCs move smoothly, with no facing snap or stalling.
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WorkingAmbient NPC adoptionConfirmed in game on 2026-08-20: matching NPCs are adopted and missing NPC replicas spawn correctly.
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PartialRuntime encounter actorsTemplate ancestry fallback is validated for adoption; true spawn cleanup is still open.
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PartialQuest-managed actorsQuest alias actors now pose-sync, but the session will not kill or resurrect them.
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PartialNPC equipmentEquipment rides roster entries and applies after 3D is ready; spawned presentation still needs coverage.
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In progressNPC health and wounded stateRoster condition sync is built for health and WorkshopActorWounded; not run in game.
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In progressNPC unconscious stateLife-state apply for unconscious actors is built and idempotent; not yet validated.
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WorkingNPC gunfire presentationConfirmed in game on 2026-08-20: NPC and turret gunfire, including muzzle flash and sound, reaches every peer.
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WorkingNPC corpse positionsConfirmed in game on 2026-08-20: NPC corpses come to rest in the same place for every player.
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WorkingNPC corpse lootConfirmed in game on 2026-08-20: what a corpse carries matches for every player.
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In progressBodies keep their wounds and gearLost limbs, and bodies vaporised by energy weapons, are not carried to the other player. Gear on a body that was already dead only partly matches.
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WorkingCarrying NPC bodiesValidated in game by owner report on 2026-08-03.
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Not plannedRandom encounters as a separate systemNo separate random-encounter system is planned; those actors should ride the ambient NPC roster.
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PartialFollowers while connectedThe mod dismisses followers by default; recruited companion sync is not built.
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In progressPeer followers on nametagsA nametag names who is with that player, and another player's cell no longer drags your own companion around. Built, not yet validated in game.
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In progressCompanion perks from nearby playersThe Lone Wanderer companion-global bridge is built; not validated in game.
The World
14 of 25 working-
WorkingDoors opening and closingOrdinary doors relay end to end. A door that loads a new area is deliberately left alone, because syncing one could hang the other player.
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WorkingEntering a building at the same timeTwo players walking into the same building together used to leave one of them stuck on a black screen. Fixed and confirmed in game on 2026-08-07.
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WorkingLocksLock state converges through the world mutation path.
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WorkingNon-workshop switches and lightsOpen-state relays for ordinary world refs are validated.
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In progressActivating switches for everyoneThe message and the server rule are built, but the allow list ships empty and the receiver does not replay yet, so nothing is shared in game today.
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In progressTerminals doing more than opening their menuReaching a result through a terminal (like unlocking a door) is built but switched off until a two-player run confirms it works; enabling it early crashed the game once, since fixed.
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In progressWorkshop switches and gatesServer-created refs now enter open-state sync; flip-a-pylon validation is next.
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WorkingContainers and lootDurable snapshots and transactions are server-owned.
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WorkingContainer menu live refreshOpen container menus repaint when another player changes the contents.
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InvestigatingContainer leveled-list baselinesSeeding unresolved leveled lists can publish generator forms; the safe baseline needs a live run.
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WorkingStatic loose item pickupStatic placed loose-item removal is durable and replayed on cell entry.
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WorkingDropped itemsRuntime object identity lets dropped items survive outside the first occupied cell.
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In progressLegendary and modded gear keeps its modsContainers and dropped items now carry each item's attached mods, so a legendary weapon is not a plain one for everybody else. Built and merged, not yet seen in a live game.
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WorkingCarried and grabbed objectsCarried-object physics has the pause-resume fix from 2026-08-03.
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WorkingPersistent world mutationsServer save stores creations, removals, open state and container state.
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PartialCell replay before visibilityReplay works after entry; the true pre-presentation load hook is still unidentified.
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PlannedCell respawn reconciliationRespawn-cell contents are not reconciled yet.
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WorkingHarvesting plantsConfirmed with two players on 2026-08-07: picking a plant shows for the other player. Settlement crops, and plants growing back, are not confirmed yet.
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PartialDestructible objectsCars are in sync while both players are there. Other breakable things, and anything destroyed before you arrive, are not confirmed yet.
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WorkingExploding carsConfirmed with two players on 2026-08-07: a car takes damage and blows up the same way for both of them.
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WorkingWeatherWeather form and blend synchronize in game.
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WorkingTime of dayGameHour synchronization is validated in game.
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PlannedCalendar dateGameDay, GameMonth and GameYear are not synchronized yet.
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In progressMines and trapsWhether a mine is armed or disarmed reaches other players; disarming one is confirmed safe in game, but running through one too fast can still set it off (2026-08-15). Fix built, unconfirmed.
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PlannedScripted world eventsQuest-flagged refs are protected, but scripted event replication is not built.
Building
6 of 15 working-
WorkingWorkshop object placementPlacement syncs in a live session, including objects across settlement cell boundaries.
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WorkingWorkshop scrappingWorkshop-built objects and plugin-placed clutter scrap in sync.
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WorkingSettlement state persistenceValidated in game by owner report on 2026-08-03.
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In progressSettlement registration on replayLinked ref and HandleCreation are built; generator-alone validation is next.
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In progressBuild budget and resource ratingsHandleCreation should reach the build budget and ratings; the effect is unvalidated.
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In progressLocal-only settlement reconciliationBuilt to hide singleplayer-only builds that the server never saw; not run in game.
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WorkingWire referencesPlacement, scrapping and peer cable presentation are all confirmed in a live two-player session, along with power transfer over the wire (2026-08-05, 2026-08-13).
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WorkingWire endpoints and spline paramsEndpoints and spline rendering (wire thickness) are confirmed in a live session, along with power transfer. Disconnecting an existing wire is a separate, still-unconfirmed path.
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WorkingSettlement power transferWire power transfer confirmed in game on 2026-08-13: a light and a switch on a power grid worked for both players, operable from either side.
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In progressGenerators after replayA replayed generator starts visually off, with no motor sound or smoke, even though it is providing power. Root cause is now diagnosed; the fix is designed but not yet written or tested.
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PartialSettlement switches and powered lightsOne workshop switch and light, wired to a power grid, is confirmed working and operable from either player (2026-08-13). Other switch and light types are not yet confirmed.
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PlannedSettlement resources and happinessResource totals, happiness and assignment state are not synchronized yet.
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PlannedSettler jobs and assignmentsWorkshop NPC job scripts are not synchronized.
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In progressWorkshop turrets as actorsAim, health and unconsciousness are built through actor roster paths; no game run yet.
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In progressPower armor frame occupancyReuses furniture occupancy claims; suit-specific apply and ownership are not built.
Questing
1 of 8 working-
In progressQuest observation probeThe probe ships on by default so real quest churn can be measured.
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In progressQuest progress wire and server historyQuestProgress, store, ordering and persistence are built; no game validation yet.
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In progressQuest catch-up stateA query and debug panel can show stored party quest state.
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PlannedShared quest stagesNo remote stage is applied yet; phase 2 requires per-quest opt-in.
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In progressShared quest globalsSession-wide global sync is built with a deliberately empty allow list.
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In progressQuest allow listsConfig and data extraction exist; live probe data still needs to fill the list.
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PlannedDialogue policyDialogue remains private by default; no one is force-advanced.
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WorkingQuest-owned object safetyQuest refs and quest-object inventory stacks are excluded from world sync paths.
Playing Together
12 of 15 working-
WorkingAccount sign-in from gameThe game opens the browser flow and receives the session back.
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In progressBeing told apart from other players when you joinFixes a bug where players without a personal id looked identical to the server, so joining could bump an earlier player out by mistake. Built end to end, not yet confirmed in a live session.
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Not plannedEmail sign-in inside gameKernel requires a browser captcha, so the in-game password forms were removed.
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WorkingAccount page and renameThe site can rename through kernel and refreshes the local profile.
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WorkingFriends listSearch, request, accept, deny, cancel and unfriend are built.
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WorkingText chatGlobal, party and nearby channels. Confirmed with two players on 2026-08-07.
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WorkingPinging a spot for your partyConfirmed in game on 2026-08-06: the marker sits on the spot you pointed at, carries who placed it and how far away it is, and shows on the Pip-Boy map.
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WorkingPresence and online stateThe event stream makes a player online and closes cleanly when the client dies.
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PartialFriend activityShows server activity, but presence server ids remain client-reported.
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WorkingPublic server registryOwners can claim and heartbeat servers; public listed servers appear on the site.
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WorkingServer owner pagesOwners can list, claim, rotate, move and remove their servers.
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WorkingServer moderationStaff can suspend and reinstate without leaking suspension state to owners.
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WorkingAnnouncementsPublic announcements can be edited without a deploy and shown before sign-in.
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WorkingSocial linksPublic social links are keyed, sanitized and shown on the site and in game.
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WorkingPublic feature pageCurated rows live in the database and can be edited from admin content.
Servers
8 of 16 working-
WorkingDirect server queryReturns name, description, tags, slots, icon, ping and compatibility without joining.
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WorkingIn-game server browserValidated in game by owner report on 2026-08-03.
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PartialServer icons in the browserIcons are real PNG files and absolute paths; in-game browser display still needs final validation.
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WorkingMax player capA full server refuses extra clients with a defined QUIC close code.
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WorkingProven direct-server identityServers sign a fresh query challenge with an Ed25519 key.
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PartialLocal play historyLocal history uses proven server keys; the session-start identity fix just landed.
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PlannedSaves remember which server they played onA save records the servers it has joined, and joining a different one asks first. Built, not yet run in game.
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PartialAccount play historyBackend and client sync exist; the session-start identity fix needs production proof.
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PartialMost and least played sortingUses the larger of local and account totals; depends on proven key discovery.
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WorkingServer detail pagesListed servers have public detail pages; private details stay owner-only.
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WorkingPopulation historyHeartbeat samples keep 15-minute peaks for the server detail chart.
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WorkingJoin public server by idThe registry returns an address only for joinable servers; private ids stay hidden.
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PartialJoin from DiscordWorks when Fallout 4 is already running; launching the game from an invite is unsupported.
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PartialAsk to JoinDiscord request path is plumbed, but there is no production UI prompt yet.
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WorkingServer admin menuA password opens an in-game admin menu whose commands come from the server, including teleports. Confirmed with two players on 2026-08-07. Admins by account are not built.
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In progressFree managed personal serversA free, friends-only hosted server: no port forwarding or always-on machine needed. Account pages exist, but creating a server does not fully work yet; hosting-side gaps block it from starting.
Interface
9 of 11 working-
WorkingShared in-game panelFriends, servers, account and controls live in one RmlUi panel.
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WorkingAccount paneShows sign-in state, friends, requests and profile data in game.
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PartialServers paneDirect and registry server browsing is built; final in-game rendering pass is still open.
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WorkingControls paneEvery mod key is listed in one place and can be changed from the panel.
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WorkingRebindable hotkeysBindings round-trip through the TOML client config with conflict reporting.
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PlannedInput capture safetyEscape capture hold is built to stop pause-menu bleed-through
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WorkingScreenshot modeOne key hides this mod and the game HUD, validated in a running game.
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WorkingWorld keeps running in menusConfirmed in game on 2026-08-20: the world keeps running for other players no matter which menu is open.
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WorkingMain menu onboardingThe main menu shows account state, announcements and social links.
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WorkingParty invite toastInvite toasts keep their own RmlUi surface alive and draw above the panel.
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WorkingUI asset checksRCSS alpha and font-weight traps are covered by project checks.
Diagnostics & Tooling
7 of 8 working-
WorkingDeveloper network overlayDone by owner report on 2026-08-03.
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WorkingDeveloper resource monitorDone by owner report on 2026-08-03.
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WorkingLogging level gate and rotationDone by owner report on 2026-08-03.
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In progressCrash reports with module RVAsCrash reports send end to end; the backend is confirmed working (2026-08-16). Reports now name the crashing function instead of a bare address (2026-08-17). Not yet turned on for players.
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WorkingSave inspectorfop-save-inspect can read the server save and confirmed live settlement records.
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WorkingTwo-instance dev launcherThe dev script launches both game instances and seeds probe keys.
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WorkingCI/CD pipelineDone by owner report on 2026-08-03.
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WorkingServer query CLIfop-query exercises the same direct query protocol as the browser.
No dates are promised here. "Planned" means somebody intends to build it, "not planned" means they do not.