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otland
forgottenserver
C++2020–2022
otland / forgottenserver

forgottenserver

A free and open-source MMORPG server emulator written in C++

3Distinct people
3Mentions
0Explicit recommenders
1.8KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

A free and open-source MMORPG server emulator written in C++

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by month3 dated mentions

Observed mentions: 2020-04-30 21:01:42 UTC to 2022-02-13 22:45:18 UTC.

012020-04-01 00:00:00 UTC to 2020-05-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 commentsApr 20202020-05-01 00:00:00 UTC to 2020-06-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-06-01 00:00:00 UTC to 2020-07-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-07-01 00:00:00 UTC to 2020-08-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-08-01 00:00:00 UTC to 2020-09-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-09-01 00:00:00 UTC to 2020-10-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2020-10-01 00:00:00 UTC to 2020-11-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-11-01 00:00:00 UTC to 2020-12-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-12-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-01-01 00:00:00 UTC to 2021-02-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-02-01 00:00:00 UTC to 2021-03-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-03-01 00:00:00 UTC to 2021-04-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 commentsMar 20212021-04-01 00:00:00 UTC to 2021-05-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-05-01 00:00:00 UTC to 2021-06-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-06-01 00:00:00 UTC to 2021-07-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-07-01 00:00:00 UTC to 2021-08-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-08-01 00:00:00 UTC to 2021-09-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-09-01 00:00:00 UTC to 2021-10-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-10-01 00:00:00 UTC to 2021-11-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-11-01 00:00:00 UTC to 2021-12-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-12-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-01-01 00:00:00 UTC to 2022-02-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-02-01 00:00:00 UTC to 2022-03-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 commentsFeb 2022

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
Apr 20202020-04-01 00:00:00 UTC2020-05-01 00:00:00 UTC101
May 20202020-05-01 00:00:00 UTC2020-06-01 00:00:00 UTC000
Jun 20202020-06-01 00:00:00 UTC2020-07-01 00:00:00 UTC000
Jul 20202020-07-01 00:00:00 UTC2020-08-01 00:00:00 UTC000
Aug 20202020-08-01 00:00:00 UTC2020-09-01 00:00:00 UTC000
Sep 20202020-09-01 00:00:00 UTC2020-10-01 00:00:00 UTC101
Oct 20202020-10-01 00:00:00 UTC2020-11-01 00:00:00 UTC000
Nov 20202020-11-01 00:00:00 UTC2020-12-01 00:00:00 UTC000
Dec 20202020-12-01 00:00:00 UTC2021-01-01 00:00:00 UTC000
Jan 20212021-01-01 00:00:00 UTC2021-02-01 00:00:00 UTC000
Feb 20212021-02-01 00:00:00 UTC2021-03-01 00:00:00 UTC000
Mar 20212021-03-01 00:00:00 UTC2021-04-01 00:00:00 UTC000
Apr 20212021-04-01 00:00:00 UTC2021-05-01 00:00:00 UTC000
May 20212021-05-01 00:00:00 UTC2021-06-01 00:00:00 UTC000
Jun 20212021-06-01 00:00:00 UTC2021-07-01 00:00:00 UTC000
Jul 20212021-07-01 00:00:00 UTC2021-08-01 00:00:00 UTC000
Aug 20212021-08-01 00:00:00 UTC2021-09-01 00:00:00 UTC000
Sep 20212021-09-01 00:00:00 UTC2021-10-01 00:00:00 UTC000
Oct 20212021-10-01 00:00:00 UTC2021-11-01 00:00:00 UTC000
Nov 20212021-11-01 00:00:00 UTC2021-12-01 00:00:00 UTC000
Dec 20212021-12-01 00:00:00 UTC2022-01-01 00:00:00 UTC000
Jan 20222022-01-01 00:00:00 UTC2022-02-01 00:00:00 UTC000
Feb 20222022-02-01 00:00:00 UTC2022-03-01 00:00:00 UTC101

What Hacker News says

3 sources
One of the most addictive games How do I know? I've been playing it for 15 years and I still have PACC (prem) account, but it's relatively young character (00:10 Your Distance Fighting skill changed from level 126 (with 21.52% progress towards level 127) to level 126 (with 21.98% progress towards level 127)) Developers are greediest fucks I've ever seen. It's insane that game this old can be this profitable - just google "tibia income" and go to graphics Most people play this game in "grind-style" nowadays, so basically team-hunt everyday for 1? 2? 3? hours (idk what are optimal strats nowadays), get levels and cash, do bosses, yada yada. _________ but this game has impressive OSS community https://github.com/otland/forgottenserver https://github.com/edubart/otclient and more they basically recreated tibia game client & server people were
Read the rest
playing on private servers with real clients and nowadays as I see custom private servers use custom clients that are impressive as hell imo. I've had a lot of fun debugging those C++/Lua game mechanics when trying to create my own server but since its time consuming to create nice game play then I gave up ______________ This is the game where you could be DDoSd if you joined somebody's team speak/ventrilo/etc This game fought and probably still fights bots. They improved shitton by using BattleEye. They fought against DDoSes against their servers hard too, I remember when they used iirc Prolexic and it didn't work well Fun thing: IIRC Tibia's game company rewrote their C++ client in something that worked in web browser, but afaik they eventually killed it. I do wonder whether they'll try again with WebAseembly >The Tibia Flash client will also be discontinued tomorrow. https://www.tibia.com/news/?subtopic=newsarchive&id=4358 I heard that in early days of Tibia you could buy premium account via letter to Cipsoft's "HQ"
In Tibia (1997) is one of the earliest and longest-running MMORPGs
Tibia Some random thoughts because I'm kinda busy Game is great and insanely addictive(seriously, I can talk about this more if youre interested), but community on private servers is insanely toxic and uneducated (I don't really like saying this like that, but seriously that's something you tend to do not experience in other games) due to... well, that's interesting topic. This game has relatively high entry level because it's like 23 years old game which has A LOT of content, even more if you do not use spoilers for quests/missions. If you don't play on private servers, then you have to buy "premium account" to be able to play the game to its full potential which costs like 10 euro for a month Dying in this game is very punishing, but it used to be worse like decade ago because nowadays you can buy ingame_currency relatively cheap. Dying
Read the rest
decade ago without "protections" could waste your like 2-3 hours of exp and some items, add to that fact that you can be killed on PvP servers by anyone "just because" :P This game is also interested from programming perspective - Private servers are an initiative by programmers to recreate this game engine and host their own server. Nowadays it's mature. One of the most popular private server engines: https://github.com/otland/forgottenserver It's really impressive project. When it comes to botting FULL afk scripts You have to write code which goes to the exp place, don't get stuck somewhere, exp there for a hours (using spells, drink health/mana potions, take loot from corpses, run on the more or less complex spawns (map), go back to the city if you don't have potions, sells loot, take cash to the bank, and repeat Many things can go wrong during that cicle - like other played blocked your "road" to the exp for 1min, or you character just died due to PK(players), lag and maaaaaaaany other. Your script has to consider a lot of those different conditions and trade offs (sometimes you don't want to kill monsters that are between your city and your spawn because it would take 10min, so you just want to run through them, but you can get "trapped" (sorrounded) by them, so you have to consider this) It's not easy to do this good enough that you can start bot on VPS and it will running for a day, week or something similar.
In How Did Software Get So Reliable Without Proof? (1996) [pdf]
> The bigger problem for the parent commenter is if actual game logic is executing on the server, which is probably the case for online multiplayer games. Yes. I used to play on unofficial MMORPG servers back in the day. People reverse-engineered the network protocol and created an open source game server. It didn't have all the features of the official game but it ran fine and could be freely modded. I used to host one of these on my own home computer... Traditionally the official game client is used but some games even have custom clients! Examples: https://github.com/opentibia/server https://github.com/otland/forgottenserver https://www.wireshark.org/docs/dfref/t/tibia.html
In Bringing a decade old vector editor back to life

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