One continuous world
Walk, dig, swim, and climb across a single authoritative globe — partitioned by region workers, not instanced shards.
Flatland3 is a global-world MMORPG built in Rust — one continuous map, region workers for scale, and a graphical play client (flatland3-gfx) you can install in one line (no Rust toolchain). Every rule runs on the server; every item is unique; gfx art syncs by publish revision.
Fight goblins, trade with brokers, climb z-band cliffs, loot containers, and craft — in a world that keeps running while quests, events, and content change live.
macOS downloads a signed disk image. Linux and Windows are unsigned archives — Gatekeeper / SmartScreen may warn. Sprites still sync from Firebase after install.
Loading latest release…
curl -fsSL https://flatland-8911e.web.app/assets/install-client.sh | bash
irm https://flatland-8911e.web.app/assets/install-client.ps1 | iex
Already installed? Re-run the one-liner above to replace an old build — recent clients also self-update from the in-game banner.
Install the client, register an account, then connect to the shared Oracle world. In-game F2 opens the same host and ports.
The client already points at play.flatland3.com — open it, sign in or create an account, and pick a character. To use a different world, press F2 in game and enter the address there. Keys: controls & keybindings.
Most MMOs fake continuity with instances and matchmaking. Flatland3 optimizes for persistence: one ruleset, one economy, one map — scaled horizontally with region workers and hot content deploys.
Walk, dig, swim, and climb across a single authoritative globe — partitioned by region workers, not instanced shards.
Gateway + region worker architecture with postcard wire protocol, AOI streaming, and combat resolved on the server.
flatland3-gfx — Macroquad world map, egui HUD, sprite sheets, shops, combat, and z-band elevation. One-line install — no Rust required.
Quests, seasonal events, and world changes land while you play — no downtime, no server restart, no lost session.
Every item mint is unique — no best-in-slot gear chase. Player crafters and NPC brokers drive supply and demand.
Terrain, NPCs, buildings, and loot tables update in place — the world changes underneath you instead of resetting.
Four seasons on the world clock. Each biome rolls clear, rain, drought, storm, or snow — thirst, crop growth, and the map overlay follow.
Build a house on a tilled plot, drop stone walls and doors, and carry or place lamps that cut the night — and light windowless floors.
Props are generated sprite sheets. People and creatures are box models baked to facing art, with style adapters trained from gold sheets.
Everything below happens inside the game client. Installation lives in one place only — the Download section.
play.flatland3.com; the client's server field takes it and in-game F2 edits and saves it. Move with WASD or click-to-walk, f to interact/harvest, ? for the in-game key list, and see printable controls.Controls & keybindings · Full specification · Source: GitHub
Authoritative design for the current revision — vision, runtime, combat, economy, and world systems. No historical checklists or external doc dependencies.
Why Flatland exists and how the global world scales.
Rust stack, gateway, workers, control plane, and wire protocol.
Rust workspace, Postgres/Redis, TCP wire, postcard codec, process layout.
Read →Sign-in, accounts, sessions, and unique item identity.
Read →Gateway/worker split, gfx client, weather, lights, buildings, and character models as built.
Read →Sprite sheets and LoRA style adapters for props; box skeletons baked into facing sheets for people and creatures.
Read →Maps, coordinates, NPCs, buildings, and YAML content pipelines.
AOI horizon, z-extent, multi-scale grid, cartography, world coordinates.
Read →Unified NPC definitions, schedules, dialogue, wildlife, and goblin camps.
Read →Town interiors, player houses on tilled plots, and placeable walls, doors, and lights.
Read →Wild resource nodes, loot tables, growth-zone respawn, and farm-crop harvest parity.
Read →Tax, property, and growth overlays — harvest sinks, crown claim catalogs, fertility and till knobs.
Read →Biome zones, kind/family adjacency, procgen fill, cultivate/degrade deltas, weather multipliers.
Read →Elevation-first Generate pipeline: heightmap, moisture, biome lookup, smoothing, rivers, and paths replacing the flat single-noise draw.
Read →Jurisdiction overlays for worker logistics plus security/PvP/crime fields for plan 14; map editor layer.
Read →On-demand rectangular packs while players occupy a zone; loot-style pool, idle despawn, no wildlife respawn.
Read →Sim- and DM-authored news on boundary-zone wires; NPCs pick it up and tell players.
Read →Place any item template as a findable pickup - one-time or tick-based respawn - in the world or interiors.
Read →Ambient day-night curve, night sight, held and placed lights, and fuel for builder lamps.
Read →Movement, inventory, crafting, economy, survival, and player identity.
Printable cheatsheet and full key map — world, combat, menus, mouse, and chat.
Read →Fractional plots, deeds, upkeep, farm access, tax share, and the own→till→plant→harvest loop.
Read →Hoe and dibber tools, zone till/fallow knobs, planting channels, and plot teardown.
Read →Respawn points, corpse loot, soul-bound items, death penalties.
Read →Mass/volume, packable nesting, banks, currency, containers, dimensional pouch.
Read →No hard mass reject; Green/Yellow/Orange/Red carry bands; continuous speed/stamina/needs curves and Strength XP.
Read →Recipe graph, tools, stations, player food economy, weapons.
Read →Zone-linked market halls, escrow listings, bank settlement, crown sales tax, NPC dump shops.
Read →Hall dump-queue listings at NPC price mode; scheduled FIFO sweeps, convenience fee, seller notices.
Read →Yaw, velocity, FOV, primaries, derived stats, z-band movement.
Read →Fastest (true ETA / roads) vs Direct auto-nav; shared A* for players and NPCs.
Read →HP, mana, stamina, hunger, thirst, and damage resolution.
Read →Profile edits, unlimited known innates, active loadout swaps.
Read →How quests are discovered, accepted and completed — objectives, quest boards, global first-finisher rewards, and live-authored quests.
Read →Metal ranks on every trained pool, rank-colored character sheet, and generated daily and weekly quests that grant skill XP and rare ability books.
Read →Planet year of four seasons, biome-zone weather, hot thirst, and growth multipliers.
Read →Complete combat reference — pools, armor, abilities, DoTs, loadouts, wildlife leash.
Full explainer: HP/mana, armor, weapons, damage types, DoTs, heals, GCD, loadouts, rotations, leash, roam, threat.
Read →Per-ability XP and tiers from use; stacks with school skills and attributes.
Read →Home leash, threat tables, ability aggro_modifier, click/SHIFT-click targets, pursue hold.
Read →Catalog effects vs instance grants; on_hit / while_equipped modes; effect duration vs binding TTL (fortify oil 1h).
Read →Respawn, carcass TTL, ground drops, and free-for-all pickup windows.
Read →Authoritative melee/cone/sphere/beam footprints and hit markers on the gfx map.
Read →Workers, chat/trade, justice, enchanting, and procedural unique gear.
Nearby/whisper/stone chat, P2P trade window, acoustics, and gfx CHAT column.
Read →Hired workers, wages by route effort + travel + level, lodging treasury, food sink, XP pacing.
Read →Evil rating, guards, wanted boards, bounties, jail, prayer.
Read →Enchants on all instances including food and potions.
Read →No BiS gear — every mint unique, procedural loot, item permanence.
Read →World overseer, health snapshots, and operator surfaces.