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NeoNetrek

modernizing the internet's first team game (1988)

Details

External ID
47282303
Source
HN
Company
—
Product
NeoNetrek
Website domain
neonetrek.com
Launched
March 6, 2026
Cohort
—
Upvotes
7
Upvotes percentile
0.4108241082410824
Tags
—
Fetched at
Sept. 7, 2026, 9:26 p.m.
Updated at
Sept. 7, 2026, 9:26 p.m.

Description

Netrek is a multiplayer space battle game from 1988–89, widely considered the first Internet team game. It predates commercial online gaming by years, ran passionate leagues for decades, and is still technically alive — but getting a server up has always required real effort, and there’s been no easy way to just play it in a browser. NeoNetrek is my attempt to change that: Server: Based on the original vanilla Netrek C server, modernized with simpler configuration and containerized for one-command cloud deployment. There are ready-made templates for Fly.io and Railway, and public servers already running in LAX, IAD, NRT, and LHR. Anyone can self-host using the deploy templates in the GitHub org. Client: A new 3D browser-based client — no downloads, no plugins, connects via WebSocket. I built it starting from Andrew Sillers’ html5-netrek (github.com/apsillers/html5-netrek) as a foundation and took it in a new direction with 3D rendering. Site: neonetrek.com covers lore, factions, ship classes, ranks, and an Academy to ease the notoriously steep learning curve. A significant portion of the code and content was developed with Claude as a coding partner, which felt fitting for a project about preserving internet history. GitHub org: https://github.com/neonetrek Play now: https://neonetrek.com

Enrichment

Theme
interactive simulations and creative experiments
Vertical
Media & entertainment
Function
Dev tools
Audience
B2C
AI stance
Not AI
Project type
Commercial product
Normalized one-liner
modernized version of classic multiplayer game
Manually corrected
False

Could you build this?

Partial While browser frontends and WebSocket servers are standard, reimplementing the intricate Netrek 16-player real-time network protocol with authoritative physics, lag compensation, and game logic is complex.

What it would actually take: Requires an authoritative game server in C/Go/Rust communicating with an HTML5 Canvas/WebGL client via WebSockets. The primary hurdle is reverse-engineering or adhering to the legacy Netrek protocol, handling real-time multi-ship physics, weapon collisions, and client-side interpolation without jitter over variable network latencies. Expertise in real-time multiplayer networking and reverse-engineering 1980s network protocols is needed.

Discussion

No comments on this launch.

Competitors

Other products that read as similar to this one — 87 launches clear the similarity bar, closest 8 shown.

Attention rank: #59 of 88 (itself plus its competitors, highest first — normalized so YC and Product Hunt are compared fairly).

Launched 119 days after the earliest competitor.

Other launches for this product

Same idea, different domain

Nobody's really built a dev tools tool for Sales yet.