Server-first MMORPG — Active development

One living world. Play it end to end.

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.

30Hz simulation ✓Combat shipped ✓Storage & banks ZMulti-floor LoS ⬇Download 46Spec chapters
scroll to explore

Install the client without Rust

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…

macOS / Linux
curl -fsSL https://flatland-8911e.web.app/assets/install-client.sh | bash
Windows (PowerShell)
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.

Public alpha server

Install the client, register an account, then connect to the shared Oracle world. In-game F2 opens the same host and ports.

Host play.flatland3.com
Direct IP 158.101.16.143
Game TCP 7373
Account API TCP 7380

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.

Built for a living world — not a lobby queue

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.

One continuous world

Walk, dig, swim, and climb across a single authoritative globe — partitioned by region workers, not instanced shards.

30 Hz server simulation

Gateway + region worker architecture with postcard wire protocol, AOI streaming, and combat resolved on the server.

Graphical play client

flatland3-gfx — Macroquad world map, egui HUD, sprite sheets, shops, combat, and z-band elevation. One-line install — no Rust required.

Live world events

Quests, seasonal events, and world changes land while you play — no downtime, no server restart, no lost session.

Unique procedural economy

Every item mint is unique — no best-in-slot gear chase. Player crafters and NPC brokers drive supply and demand.

Hot world deploy

Terrain, NPCs, buildings, and loot tables update in place — the world changes underneath you instead of resetting.

Seasons & weather

Four seasons on the world clock. Each biome rolls clear, rain, drought, storm, or snow — thirst, crop growth, and the map overlay follow.

Houses, walls & lights

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.

Sprites & character models

Props are generated sprite sheets. People and creatures are box models baked to facing art, with style adapters trained from gold sheets.

Installed? You are four clicks from the world

Everything below happens inside the game client. Installation lives in one place only — the Download section.

  1. 1Launch the game — open Flatland3 from the app menu / Start menu. There is nothing else to set up.
  2. 2Sign in or create an account — the in-client sign-in screen takes an email and password and registers you right there. No terminal required.
  3. 3Create a character — pick a name on the character screen (names are unique per account; play never auto-creates characters).
  4. 4Play — the world is at 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

Self-contained design reference

Authoritative design for the current revision — vision, runtime, combat, economy, and world systems. No historical checklists or external doc dependencies.

World & Content

Maps, coordinates, NPCs, buildings, and YAML content pipelines.

Visibility, Maps & Coordinates

AOI horizon, z-extent, multi-scale grid, cartography, world coordinates.

Read →

NPCs & Creatures

Unified NPC definitions, schedules, dialogue, wildlife, and goblin camps.

Read →

Buildings & Construction

Town interiors, player houses on tilled plots, and placeable walls, doors, and lights.

Read →

Harvest & World Resources

Wild resource nodes, loot tables, growth-zone respawn, and farm-crop harvest parity.

Read →

Economic Map Zones

Tax, property, and growth overlays — harvest sinks, crown claim catalogs, fertility and till knobs.

Read →

Biomes, Adjacency & Terrain Transitions

Biome zones, kind/family adjacency, procgen fill, cultivate/degrade deltas, weather multipliers.

Read →

Layered Terrain Generation

Elevation-first Generate pipeline: heightmap, moisture, biome lookup, smoothing, rivers, and paths replacing the flat single-noise draw.

Read →

Boundary Zones

Jurisdiction overlays for worker logistics plus security/PvP/crime fields for plan 14; map editor layer.

Read →

NPC Encounter Zones

On-demand rectangular packs while players occupy a zone; loot-style pool, idle despawn, no wildlife respawn.

Read →

Town wire

Sim- and DM-authored news on boundary-zone wires; NPCs pick it up and tell players.

Read →

World Item Spawns

Place any item template as a findable pickup - one-time or tick-based respawn - in the world or interiors.

Read →

Lights & Day–Night

Ambient day-night curve, night sight, held and placed lights, and fuel for builder lamps.

Read →

Gameplay Systems

Movement, inventory, crafting, economy, survival, and player identity.

Controls & Keybindings

Printable cheatsheet and full key map — world, combat, menus, mouse, and chat.

Read →

Property Plots & Player Farming

Fractional plots, deeds, upkeep, farm access, tax share, and the own→till→plant→harvest loop.

Read →

Farming Cultivation Depth

Hoe and dibber tools, zone till/fallow knobs, planting channels, and plot teardown.

Read →

Death & Respawn

Respawn points, corpse loot, soul-bound items, death penalties.

Read →

Inventory & Storage

Mass/volume, packable nesting, banks, currency, containers, dimensional pouch.

Read →

Progressive Overload

No hard mass reject; Green/Yellow/Orange/Red carry bands; continuous speed/stamina/needs curves and Strength XP.

Read →

Crafting & Recipes

Recipe graph, tools, stations, player food economy, weapons.

Read →

Economy & Markets

Zone-linked market halls, escrow listings, bank settlement, crown sales tax, NPC dump shops.

Read →

Town Market NPC Price

Hall dump-queue listings at NPC price mode; scheduled FIFO sweeps, convenience fee, seller notices.

Read →

Entities, Movement & Attributes

Yaw, velocity, FOV, primaries, derived stats, z-band movement.

Read →

Pathfinding Route Modes

Fastest (true ETA / roads) vs Direct auto-nav; shared A* for players and NPCs.

Read →

Active Stats, Survival & Damage

HP, mana, stamina, hunger, thirst, and damage resolution.

Read →

Player Profile & Innate Abilities

Profile edits, unlimited known innates, active loadout swaps.

Read →

Quests & Missions

How quests are discovered, accepted and completed — objectives, quest boards, global first-finisher rewards, and live-authored quests.

Read →

Skill Metal Ranks

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 →

Seasons and Weather

Planet year of four seasons, biome-zone weather, hot thirst, and growth multipliers.

Read →