Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
11 hours ago (github.com)
I've been building a modern Ultima Online server emulator from scratch. It's not feature-complete (no combat, no skills yet), but the foundation is solid and I wanted to share it early.
What it does today: - Full packet layer for the classic UO client (login, movement, items, mobiles) - Lua scripting for item behaviors (double-click a potion, open a door — all defined in Lua, no C# recompile) - Spatial world partitioned into sectors with delta sync (only sends packets for new sectors when crossing boundaries) - Snapshot-based persistence with MessagePack - Source generators for automatic DI wiring, packet handler registration, and Lua module exposure - NativeAOT support — the server compiles to a single native binary - Embedded HTTP admin API + React management UI - Auto-generated doors from map statics (same algorithm as ModernUO/RunUO)
Tech stack: .NET 10, NativeAOT, NLua, MessagePack, DryIoc, Kestrel
What's missing: Combat, skills, weather integration, NPC AI. This is still early — the focus so far has been on getting the architecture right so adding those systems doesn't require rewiring everything.
Why not just use ModernUO/RunUO? Those are mature and battle-tested. I started this because I wanted to rethink the architecture from scratch: strict network/domain separation, event-driven game loop, no inheritance-heavy item hierarchies, and Lua for rapid iteration on game logic without recompiling.
UO was the only game that I've ever played where you had "commoner" players. A lot of players failed to scale up, or to obtain top notch equipment. But the game was fun even for underpowered players, so they kept playing. The really powerful players were famous, like celebrities.
It's very different from modern games, where each player looks like the fantasy version of a Marvel super hero.
This is such a good observation. UO had a real economy and social hierarchy because power wasn't handed to you. You could spend months as a fisherman or tailor and still have a meaningful experience. The gap between a grandmaster swordsman in full plate and a guy selling fish at the Britain bank was enormous, and both of them were having fun.
Modern MMOs are theme parks where everyone gets the same ride (with pay per win). UO was a living world where your role emerged from what you chose to do, not from a quest marker telling you where to go next.
My friends mocked me for spending months as a llama herder, until I could tame dragons and grief people by pulling them through portals.
Core memories of carefully setting my fisherman on a boat with `ezmacro` before I got ready for school. I'd come home to either a boat full of fish (to later cook into fish steaks), or be dead from a player killer who found my boat and killed my macroing guy to try and steal the boat.
2 replies →
> UO had a real economy
Sort of. They disabled big parts of the "real economy" in beta. Turned out that players didn't like it that NPC shopkeepers kept standard working hours and didn't want to buy their 5000 skullcaps from their skill grinding.
Likewise they even more quickly got rid of the real ecology feature, both because it was computationally intensive but also because players would strip mine the ecology.
If starting from scratch, what would an MMO need to replicate that?
I've experienced it first hand, but I can't grasp why it worked well like it did.
28 replies →
Being a legendary blacksmith was the whole point. Where crafting was the end game state for crafters. The gear produced was max durability, max dmg, max armor rating. The furniture for your castle had to come from someone, somewhere.
The whole point of the game was to live in this fantasy world, not beat it. There were no quests. No antagonist. Just good and evil and everyone in between. For once I wish a studio would take this to heart and build something like that again. Minecraft exploded due to this sandbox nature. However, you still got to give players a shovel and a bucket.
UO Outlands has been pretty popular for a few years. They’ve implemented a lot of custom aspects (specialties), craft, new dungeons, land, as well as weekly quests and events. My brother and I play it a few hours a week. It’s incredibly popular for the nostalgia and its player base seems to be pretty consistent. It reminds me of early UO where your exploring, learning, and dying a lot. And there tends to be players everywhere you go.
1 reply →
UO was the best online game for me. All others stand in its shadow. It was the most "free" in terms of what you could do and the appeal was the non-gamification.
I loved Everquest and World of Warcraft but those didn't feel "raw" enough for me.
The Realm is my dark horse submission for best MMO. (Yea, yea, yeah Meridian 59 and Underlight too)
Right!? Skill loss for dying while red ruined everything for me. Ganking and being ganked is what gave that adrenaline rush.
I still remember those dumb combat clouds.
I never played it, but from what I've heard, it sounds like the original Star Wars: Galaxies MMO (before they added all the NGE stuff?) had fairly mundane / commoner roles as well.
It sounds like a fan-driven reboot of this game has a fairly decent following, in a very similar way to what UO experiences? It feels like there is still player desire to have mundane sorts of immersive RPG experiences in this way.
Sounds like Vanilla WoW before Blizzard killed 40 man hardcore raiding. Only a few guilds on the whole server had the top gear.
I'll forever chase the dragon that is the joy of playing UO. I want to quit my job and play it 24/7.
Which ones? The wyrms or the big baddies? Dragons one-shot. I remember you needed protection, resistance to fire, and a healer/mage who could heal you consistently between volleys to stand a chance at taming, let alone killing one.
I think this changed during the Mondrian era but in my favorite era, SA/Renaissance, those were the baddies that made you run.
Lich King as well.
2 replies →
Was it actually that hard?
I played on the JP/KR asian servers in a PK/APK/PVP guild so maybe it was just my bubble but it was pretty common to see players with 7 skills maxed out. If I remember correctly
- sparring
- swordsman or fencing
- magic
- magic resistance
I don't remember the rest. It's not quick or easy like modern games, but we would regularly power level each other's alts and it took maybe 2 weeks to max out all 7 skills? We had a bear trapped in the guild house so we could power level wrestling and other combat skills.
Once you figured out a training system, it was easy to pump out 7x GMs. UOAssist was incredibly helpful to reduce the tedium and automate it.
My preferred methods at the time, sneaking/breaking into houses, stealing, and ganking/PKing unsuspecting souls (emphasis on graveyards, dungeons, and miners). Stealing items, often the offensive spell reagents, out of someone's bag before a fight made for no shortage of quality interactions.
It was a sad day when UO introduced Trammel.
Haven and Hearth has "sprucecaps" and "hermits". The elite in these games arise when they are willing to work in groups, willing to use violence against isolated players, and willing to use automation.
Haven't put any time in MMORPGs for 15 years, but aren't there still "exclusive" guilds that do things regular players can only aspire to?
Yup. Tibia you had this too. People begging in the depot for gold and "itens plx"
I've never heard of Tibia, I'll check it out!
1 reply →
yes, this really nails it. UO didn't chase "endgame content" which, imo, is the bane of today's multiplayer games. Designers expect everyone to max out and reach the end of the road so everyone is the same in the end.
This is a big cultural issue. UO was not designed to have a goal. Most players demand they be presented with a goal.
In an odd sort of way I suspect UO would have been better off had it come out a year or two earlier. It'd not have been remotely as popular, but wouldn't have attracted such a large crowd. And because they drew from a much larger crowd than the intended audience there were a lot of people who got disgruntled. But it makes sense because the game was literally not designed with their desires in mind.
> to reach the end of the road...
This is honestly the best way I have ever heard this described! It really is that 'end of the road' feeling that I get, once I have experienced a large chunk of the game loop, that has me disconnect from games and feel hollow.
This is probably why I keep going back to huge modpacks for Minecraft with a friend. It is so open and expansive, with so much to do, that you never really feel like it's the end... You just feel like you have had your fill, until next time.
I personally only got to watch my older brother play UO, and then he brought me into the launch of WoW which was a pivotal experience. But the end game always felt like it falls flat.
I can relate to this part in terms of visuals:
>It's very different from modern games, where each player looks like the fantasy version of a Marvel super hero
But isn't this true for most games?
>UO was the only game that I've ever played where you had "commoner" players. A lot of players failed to scale up, or to obtain top notch equipment.
I guess the main example I'm thinking of is Path of Exile. There is such a massive difference between your average player and the top tier. Or even not the top tier but enthusiasts.
I mean almost by definition most people wont have top notch equipment?
I think you'd like Arc Raiders.
It seems to scratch that same itch for me for some reason. The constant inherent danger, the different skill levels of raiders mixing together and yet people have fun and lose their stuff and it's a blast to play.
Too old for arc raiders :D :D :D !
Wow! This is no small feat... am I reading the contribution graph[0] correctly, you've done all this yourself?
This endeavour sounds a whole lot like a server emulator for Infantry Online that was started by an incredibly talented developed 16 years ago ("aaerox"). I found the original svn commit on Sourceforge [1]. It's since moved to GitHub but has been active for 16 years and it has much of the same functionality you've already built, but done by more than a dozen developers over a decade-and-a-half.
Kudos to you. You've gotta explain how you've managed to do so much all by yourself.
[0] https://github.com/moongate-community/moongatev2/graphs/cont... [1] https://sourceforge.net/p/infserver/code/1/
So: I took most of the infrastructure from the my first attempt at moongate (https://github.com/moongate-community/moongate, which failed miserably along with https://github.com/tgiachi/Prima). From there, I had a good starting point to quickly build the foundations. I had already done the Lua scripting part in another project (https://github.com/tgiachi/Lilly.Engine). Codex helped me with all the testing, implementing functionality and creating tests, so at least I have a good sparring pattern. For the data import part (which I called FileLoaders), I took the logic from ModernUO. For the items part, I created a script (scripts/dfn_*.sh) to import items from POL! Thanks for the compliments! The way I am, if I fixate on something, it becomes an obsession!
while i understand the motivation to have codex like, do this problem for you, that's fine. what is the ethos of corresponding with people on Hacker News through the chatbot too? like i get that this particular comment i am replying to, you authored, but ChatGPT authored your post, and your documentation, and some of your other comments.
the big picture question is, if you can mess around with the bot to do anything, why spend it on this game? why not make your own original game instead?
1 reply →
I forgot to mention, the entire web part in React was done by Codex. I hate developing frontends!
Did you have to massage/guide the UI quite a bit? I've had terrible luck with codex, claude, and gemini at doing frontend. It's always so close but so far at the same time
2 replies →
Very cool work! This is giving me a big nostalgia hit, as a LONG time ago (when UO was a current game ;) I maintained a C++ UO emulator called UOX3. To be clear I absolutely did not initially develop it or even write any particularly large or difficult features. I just took over maintaining the codebase, taking patches and cutting releases, managing the community, that sort of thing. The original author decided to step away and I had apparently been enough of a busybody in the tool's community that he tapped me to lead it for a while. I also helped some Canadian guy with money, hardware, and bandwidth to burn run a private server based on UOX. Both were delightful experiences and I learned a ton.
In hindsight I am very glad Origin was not overly litigious and didn't send the FBI to my house for "hacking" their game.
That’s awesome to hear! Actually UOX3 is one of the inspirations behind Moongate. The way it approached the server architecture and scripting was really interesting and it influenced some of the ideas I’m exploring in the project.
Projects like UOX3 are a big part of the history of the Ultima Online emulator scene, so it’s great to hear from someone who helped maintain it.
Hey man, read your breakdown on the Moongate architecture. Using Source Generators for DI and Lua for behavior decoupling so you never have to recompile C# is a beautiful setup. Strict domain separation is the way to go. I saw your 'What's missing' list includes NPC AI. I build AI agent workflows. Instead of building traditional, boring finite-state machines for NPCs, what if we plugged an LLM microservice into your Lua scripts? We could give key NPCs actual contextual memory and dynamic dialogue. Players could physically type to a merchant, negotiate prices, or ask for rumors, and the NPC would generate a response strictly within the lore of Ultima, triggering the correct Lua events (like handing over an item or opening a door). Since you have the packet layer and Lua environment solid, the integration would be incredibly clean. I'd love to contribute and map out the AI logic for this if you're open to exploring it.
This is a very fun idea. Would also be very interesting to see if one could have a system where talking to an NPC could alter the world.
One maybe obvious way would be that asking for rumors will actually creates the scenario that the NPC describes.
I am interested please write me on GitHub!
This must be an omen given how I just this week watched a bunch of the Majuular videos on youtube (Highly recommend them) about the Ultima series of games, particularly Ultima Underworld The Stygian Abyss, and Ultima VII and VIII. That lead to me buying Underworld and VII last night on GOG as feel like I missed out on something wonderful in the 90's (Also need to grab System Shock and Crusader no remorse.)
My brother and I bought IX when it was released but it was a buggy nightmare so we gave up and never experienced Ultima proper. However, my brother and his friend got into UO and played a ton. His friend was a greifer at the time going by the name SirDarkSpell and supposedly made a bit of a name for himself. This was around 2000 or so? I bet the two of them would love to hear about this project as both of them have fond memories of UO.
Anyway. Might just throw my weekend into the Stygian Abyss...
Ultima Underworld is a fantastic game.
Very cool project. MMO server codebases tend to accumulate a lot of architectural complexity over time, so starting fresh with a cleaner separation between networking and game logic makes a lot of sense.
Curious about the sector-based delta sync — how do you avoid packet bursts when a player enters a busy area with lots of items and mobiles?
Also interesting to see NativeAOT used here. Was that mainly for deployment simplicity or performance?
Thanks! Yeah, one of the main motivations was exactly that — after years working with legacy UO codebases where networking, persistence, and game logic were deeply intertwined, I wanted to see what a clean-slate approach would look like with modern .NET.
On sector sync bursts — this is something I'm actively tuning. Right now when a player enters a new sector, we sync all ground items and mobiles in the surrounding sectors (configurable radius). For busy areas that can mean a lot of packets at once. The current approach is:
>Curious about the sector-based delta sync — how do you avoid packet bursts when a player enters a busy area with lots of items and mobiles?
doesn't look like there is much going on to protect packet bursts there aside from smart-ish proximity sector loading. the work is done at boundry.
dove into it because i have been recently working on frustrum spawning to reduce net burst in a similar project, was kind of curious if something similar was used as a method to pre-warm the upcoming sector but I didn't catch anything.
fun and easy to read. thanks op and parent for getting me to look through it.
Very cool to see! I was active in the UO emulator communities back in the day but mostly with SphereServer. It is interesting to see here in the comments how many people were inspired to programming because of UO!
All the recent LLM advances would make for very interesting and very fun NPC interactions in a MMORPG today too. Even small player community servers could be viable long term because of the ability to seed complex interactions with NPCs into on-going story lines.
> SphereServer
Throwback!
Pretty sure I still have the source to SphereServer sitting somewhere on my NAS. It was my first exposure -- in early high school -- to coding in a group and operating a Linux server.
I love your logo.
Do you have a YouTube that shows off the progress of what's complete?
Thanks! The logo was a happy accident. I wanted something simple that felt like the moongates (so and so :) from the original game. I'm not really a video person. But here's what's working today: login flow, character creation, world movement with delta sector sync, auto-generated doors from map statics (that actually open), Lua scripting for item behaviors, snapshot persistence, and a React admin UI for server management.
I'll probably add a short demo gif or video to the README at some point, but for now the best way to see it is to clone it and run it
Cool, nice work!
I've been building a MORPG version of a kind of Ultima 3.5 on the side in spurts for the last 5 years using Go, postgres, and React on the frontend. Top view tile graphics, old school keyboard control/commands. It's pretty janky still, but I hope to do a Show HN at some point.
I think I need to take some inspiration from you and partition the world into sectors, I have a n^2 scaling problem right now as there are more PC and NPC in the world.
I remember PvPGN. I believe it's still out there https://github.com/D2GSE/pvpgn-server
I'm a fan of UO and I love seeing more projects like this. Nice work!
Obligatory nitpicky aside, a time-honored tradition of HN:
I've long been irritated by the use of the term "server emulator" in gaming contexts. Technically these projects are just reimplementations of a proprietary networking protocol. Nobody calls Samba a "server emulator" because it reimplements the Windows file sharing protocol, because Samba isn't "emulating" anything from the perspective of the traditional definition of "emulator" in computer science.
But for some reason, I guess because "emulator" has colloquially been redefined by non-CS nerd gamer normies as a term for software that lets you play proprietary games on platforms they were not designed for, we have ended up in this new status quo where the term's definition has expanded in this game of telephone way that annoys mainly me and not many other people.
And what's kinda funny is I say that it is a "new" status quo, but it's not even that new. I recall, what, like 20 years ago now I was in an edit war on Wikipedia fighting with people over the "server emulator" article, insisting that the term was technically inaccurate and should not be used. Unsurprisingly in retrospect, I lost that edit war.
Nowadays the whole thing feels like my first "old man yells at cloud" moment, of which I'm sure I'll experience more as I age. I certainly do find new slang introduced by gen Z like "he got the riz!" to be quite cringey, so it looks like I'm well on my way to getting crotchety and terrible about the natural evolution of language! ;)
Ha, you're absolutely right from a CS perspective! it's a protocol reimplementation, not emulation in the traditional sense. I've thought about this too. "Server emulator" stuck in the UO/MMO (other example Mangos is "Wow emualtor") community because RunUO and similar projects used the term 20 years ago and it just became the standard label. At this point fighting it feels like your Wikipedia edit war, technically correct but practically hopeless. !
Do they call themselves an emulator? I'm seeing "a server" or "a reference implementation".
4 replies →
> I've long been irritated by the use of the term "server emulator" in gaming contexts. Technically these projects are just reimplementations of a proprietary networking protocol. Nobody calls Samba a "server emulator" because it reimplements the Windows file sharing protocol, because Samba isn't "emulating" anything from the perspective of the traditional definition of "emulator" in computer science.
I think the distinction is a lot greyer than the black/white you propose.
The very first popular online games used servers mostly to redistribute (and maybe time sync) packets from clients. There is no standard way to to do that. Player-created servers did their best to emulate the official servers logic but it was indeed impossible to replicate it perfectly.
e.g. when breaking up large maps into sectors, the official server might broadcast your location and projectiles X units away and emulators would broadcast it X + 500 units away, which could have an impact on gameplay.
Emulator feels fitting when there is no official server spec to reimplement.
edit: emulator also feels appropriate where servers are responsible for NPC activity or quest-like mechanics. This goes beyond implementing a network protocol. The gameplay is massively impacted.
Your reply did exactly what I complained about: expanding the definition of emulator to cover reimplementing a network protocol.
You're not wrong that "server emulator" is a generically correct use of the term emulation, in the same sense that it is a correct use of the word for someone to say they emulate a fashion sense of a celebrity they like in their own wardrobe.
But in computer science, strictly speaking, the original definition of emulator was more strict. It was about things like emulating processor architecture A so as to execute programs written for it on processor architecture B.
And part of why expanding the definition to include "server emulators" annoys me is why has this definition expansion occurred only in gaming contexts? If a free UO server is a "server emulator" then why is Samba not also a server emulator? The lack of consistency is irritating to me, and it only happened because gamers like the term emulator, not due to any kind of rigorous computer sciencey reason.
> I certainly do find new slang introduced by gen Z like "he got the riz!" to be quite cringey
This is interesting to me, if only because it's such a natural bit of slang. Given that it's a shortened form of "charisma", this one just Makes Sense to me! I figure it'd be incredibly cringe for me to use at my age, but it's a good term IMO.
You're right, it absolutely does make sense. And yet it annoys me anyway.
There's been research by linguists (John McWhorter comes to mind) analyzing this phenomenon and it basically just comes down to the fact that as we age, we get more set in our ways, so the linguistic innovations that younger people do just have a tendency to annoy us, even when they logically follow or are objectively useful.
I try not to let it bother me, because it's irrational to feel that way, but it just does lol
I love the Ultima renaissance now with Ultima VII: Revisited and the Ultima Online servers.
Congratulations! I don't know how busy player-run shards are these days, but I look forward to exploring this once you've gotten it a bit further.
UO Outlands has been pretty popular for a few years. They’ve implemented a lot of custom aspects (specialties), craft, new dungeons, land, as well as weekly quests and events. My brother and I play it a few hours a week. It’s incredibly popular for the nostalgia and its player base seems to be pretty consistent. It reminds me of early UO where your exploring, learning, and dying a lot. And there tends to be players everywhere you go.
Thanks! There are still a few active shards out there, mostly us "old guys" in our 40s chasing the nostalgia of our teenage years. UO has a way of never really dying. Combat and skills are still a ways off, but the foundation is solid enough that I'm adding features every week (in spare times,) I'll keep pushing updates!
UO was such a big part of my life back then, it’s great to hear that it’s still going. Maybe I’ll set up a server to play with my kids - although they’ll never be able to get the full experience with player killers, trolls, scammers, people hawking their stuff at the bank, dragon trainers, etc.
3 replies →
Most active is UO Outlands. Several thousands players?
They've reworked a lot of systems and it's basically 100x better than original UO.
There are several systems in place, which original devs wouldn't even dream of and saying that, official Ultima Online is still running. :D
It's PvP server, but with balanced PvP which really works for everyone. Not like original devs, they just dropped PvP because cookie-cutter players cried.
Outlands is impressive from a technical standpoint, they've put an insane amount of work into it and the player count speaks for itself. I played there for a while.
Personally though, I feel they've overengineered it a bit. So many custom systems layered on top that it starts to feel more like WoW with UO graphics than actual UO. The original charm was in the simplicity you, a sword, and a world that didn't care about your feelings. But that's just my taste, and clearly thousands of players disagree with me, so what do I know. And yes, the fact that official UO is still running in 2026 is both beautiful and insane
2 replies →
Great news. Haven't played UO in forever. What kind of client are people using on modern systems, these days? Is there a client working well on linux?
UO outlands (most popular shard) has pretty alright support and guides for linux
the original moongate (moongate.net 4000) was a MUD written by Vassago and still exists today as Materia Magica
Ahhh this takes me back to playing on various private UO and DAoC servers. Part of that experience is why I am a developer today. Cool name for a project like this along with the art!
Same here! tinkering with private servers is what got me into programmig in the first place. There's something about reverse-engineering a game protocol at 15 that hooks you for life. Thanks for the kind words on the name and art!
Impressive!
I spent many many hours in UO when I was young.
It was so great playing in some shards with hundreds of real persons.
The sad thing is i see this and think:
"Who owns the UO IP now and how litigious are they?"
This is so cool! I used to love playing around with RunUO back ~2003, it's great to see the community stay alive.
Thank you! RunUO in 2003 was the golden era. I started little bit early (1999 with 56k). The community is small but still alive, and projects like ModernUO have kept things moving forward. Moongate is my take on rethinking the architecture from scratch while keeping the same spirit. Glad to see people still care about this stuff! :*
Is the UO protocol documented?
Are there UO clients besides the official one?
had great fun for years on Neverlands shard. best mmorpg ever, by a largeeeee margin.
I like seeing how more projects use .NET, which is a great platform.
Thanks! I've been developing in .NET for 20 years and it's come a long way , from the Windows-only Framework days to what it is now. NativeAOT, cross-platform, incredible performance. And if you've never tried it on Apple Silicon the M4 chips are absolutely insane. The server compiles to a single native binary and runs like a dream on ARM.
This is super cool. Never played UO myself, but had friends who did. I'll be keeping an eye on this as someone interested in the private MMO server community. Hope others can contribute and build this up even more.
Cool Project. How did you know how to talk to clients?
Impressive work! Does it support the smooth boat movement packets from the newer clients?
panda king
panda king slot game
[flagged]
hank you! That separation was a very deliberate choice I've seen firsthand how quickly things degrade when packet handling leaks into game logic.
You're touching on a real pain point. Right now the Lua boundary does show measurable overhead under load, especially with per-tick callbacks across many entities (doors, spawners, etc.). MoonSharp's interop cost adds up when you're calling into Lua thousands of times per tick.
I'm actively looking at batching script invocations per tick and capping the budget so a heavy script wave can't blow up tail latency. The goal is to keep the game loop deterministic if Lua eats too much of the tick budget, defer the rest to the next tick rather than letting the whole loop stall.
It's one of those problems where the architecture gives you a clean place to solve it (the boundary is explicit, so you can meter it), but the solution still needs work. Appreciate you calling it out — good toknow others think about the same tradeoffs.
Luanti(previously Minetest) does a similar trick: c++ core/game engine, but all the game logic is in lua.
[dead]