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2D RPG base game client recreated in modern HTML5 game engine with AI

Details

External ID
47328190
Source
HN
Company
—
Product
2D RPG base game client recreated in modern HTML5 game engine with AI
Website domain
github.com
Launched
March 10, 2026
Cohort
—
Upvotes
11
Upvotes percentile
0.6113161131611317
Tags
—
Fetched at
Sept. 7, 2026, 9:26 p.m.
Updated at
Sept. 7, 2026, 9:26 p.m.

Description

When I was much younger, I used to play a Korean MMORPG called Helbreath, and I also hosted a bunch of private servers for it. I eventually moved on, but I always loved the game’s aesthetics, its 2D nature, and its atmosphere. That may just be nostalgia talking.The community maintained private server and client, which to my knowledge were based on leaked official files, were written in fairly archaic C++. If you’re interested in the original sources, I’ve included the main client and server files, Client.cpp and Server.cpp, in the reference folder. I always felt that if the project was rewritten in something more modern and better structured, a lot more could be done with it. But rewriting an MMORPG client and server from scratch is not exactly the kind of thing you do on a whim. That said, there was a guy who got pretty far with a C# rewrite and an XNA-based client, though that project is now also discontinued.Now that the AI has become quite capable, I decided to see how far I could get by hooking up original assets in a modern HTML5 game engine. I wanted HTML5 because I figured a nearly 30 year old 2D game should run just fine in a browser. I ended up choosing Phaser 3 for a few reasons. Mainly, it's 2D only, free, HTML5 first (JS/TS), and code-first, which mattered because I wanted good Cursor integration for AI assistance. Another thing I liked was its integration with React, which let me build the UI using browser technologies and render the UI at native resolution on top of the WebGL canvas, rather than building the UI inside the game engine itself, which runs at 1024x576 resolution. The original game ran at 640x480.After about 1.5 months of talking to AI on evenings and weekends, and roughly $200 worth of Cursor usage later, I finished hooking up the original assets in a modern game engine that seems to run just fine in a browser.By "base game client", I mean that it's not fully hooked up in terms of how the full (MMO)RPG should function, but it does include all the original assets and core mechanics needed to provide a solid foundation if you want to build your own 2D (MMO)RPG on top of it. Continuing to build with AI should also work just fine, since this is how I managed to get that far. The asset library is quite rich, if you ask me, but there is one caveat: these assets are not in the public domain. They are still the property of someone, or some entity, that inherited the IP from the original developer, which is no longer in business. You can read more about that on the GitHub page.

Enrichment

Theme
indie hacker passion projects
Vertical
Media & entertainment
Function
—
Audience
B2C
AI stance
AI feature
Project type
Hobby / open-source project
Normalized one-liner
rpg game in html5 with ai
Manually corrected
False

Could you build this?

No Porting a legacy Korean 2D MMORPG client to modern HTML5 requires reverse-engineering legacy proprietary binary file formats and network packet protocols.

What it would actually take: The implementation demands disassembling the legacy client binaries, reverse-engineering proprietary sprite, animation, and map formats, and deciphering custom TCP socket protocol packets. It then requires implementing a 2D isometric rendering and networking engine in HTML5/Canvas/WebGL (e.g., using PixiJS or Phaser) with client-side interpolation and sound playback. This requires niche skills in game binary reverse engineering, legacy networking protocols, and game engine architecture.

Discussion

7 comments analyzed.

Competitors mentioned: HB Olympia private server, HB Nemesis Steam private server, HB Korea licensed server, Flutter for modernizing legacy code

Concerns raised: IP licensing issues with defunct company assets, Distributing full bundles requires creating custom assets, Player rendering performance with equipment sprites at scale, Legal ambiguity around private server distribution

Feature requests: Networking implementation for multiplayer testing, Player equipment sprite rendering optimization

Competitors

Other products that read as similar to this one — 172 launches clear the similarity bar, closest 8 shown.

Attention rank: #73 of 173 (itself plus its competitors, highest first — normalized so YC and Product Hunt are compared fairly).

Launched 127 days after the earliest competitor.

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