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Moongate

Ultima Online server emulator in .NET 10 with Lua scripting

Details

External ID
47275236
Source
HN
Company
—
Product
Moongate
Website domain
github.com
Launched
March 6, 2026
Cohort
—
Upvotes
287
Upvotes percentile
0.977859778597786
Tags
—
Fetched at
Sept. 7, 2026, 9:26 p.m.
Updated at
Sept. 7, 2026, 9:26 p.m.

Description

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, KestrelWhat'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.GitHub: https://github.com/moongate-community/moongatev2

Enrichment

Theme
Vertical
Media & entertainment
Function
Dev tools
Audience
Developer
AI stance
Not AI
Project type
Hobby / open-source project
Normalized one-liner
ultima online server emulator in dotnet
Manually corrected
False

Could you build this?

No Writing an MMORPG server emulator from scratch requires deep reverse engineering of complex 1990s binary network protocols, stateful packet encryption, world simulation, and synchronization logic.

What it would actually take: Requires extensive knowledge of legacy binary network protocols, custom packet compression/encryption (Huffman, Twofish/Blowfish used by the UO client), spatial partitioning for tile maps, and high-performance concurrent networking in .NET. Developers must reverse-engineer undocumented game client expectations and maintain precise tick-rate simulation loops alongside Lua embedding.

Discussion

20 comments analyzed.

Competitors mentioned: Old School RuneScape, Stardew Valley, Animal Crossing, Star Citizen, Meridian 59

Concerns raised: Griefing drives away majority of players, Small niche market limits profitability, Game world capacity/scaling challenges with large player counts, Reverse-engineering gameplay from network protocol guesses risks inconsistencies, Players can't learn meta-strategies if rules change too frequently

Feature requests: Multiple computers connecting from same IP address for family play, Safe zones where players cannot be attacked, Single persistent world instead of sharded servers

Competitors

Other products that read as similar to this one — 30 launches clear the similarity bar, closest 8 shown.

Attention rank: #1 of 31 (itself plus its competitors, highest first — normalized so YC and Product Hunt are compared fairly).

Launched 98 days after the earliest competitor.

Other launches for this product

Same idea, different domain

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