• 0.2.1 361967fc53

    0.2.1
    All checks were successful
    ci / Lua content lint (push) Successful in 12s
    release / Lua content lint (push) Successful in 25s
    ci / Lint & Test (push) Successful in 3m27s
    release / Lint & Test (push) Successful in 3m53s
    release / test (push) Successful in 0s
    release / Publish isommo-gameserver (push) Successful in 2m26s
    release / Publish isommo-auth (push) Successful in 2m36s
    release / Deploy via Semaphore (push) Successful in 10s
    release / Create release (push) Successful in 21s
    release / Server artifacts (push) Successful in 3m10s
    release / Server artifacts-1 (push) Successful in 3m11s
    release / Client artifacts (push) Successful in 4m8s
    Stable

    marco released this 2026-07-25 23:27:58 +02:00 | 47 commits to main since this release

    Features

    • typed layer/skill constants + auto-derived kind; fix GameServer image build (#212)

    Bug Fixes

    • pin actions/cache to v4 to unblock Forgejo builds (#213)

    Chores

    Downloads
  • 0.1.5 9678f50d66

    0.1.5
    All checks were successful
    ci / Lint & Test (push) Successful in 3m37s
    release / Lint & Test (push) Successful in 3m34s
    release / test (push) Successful in 0s
    release / Publish isommo-gameserver (push) Successful in 2m28s
    release / Publish isommo-auth (push) Successful in 2m29s
    release / Deploy via Semaphore (push) Successful in 3s
    release / Create release (push) Successful in 12s
    release / Server artifacts-1 (push) Successful in 3m1s
    release / Server artifacts (push) Successful in 3m1s
    release / Client artifacts (push) Successful in 3m43s
    Stable

    marco released this 2026-07-22 23:14:38 +02:00 | 78 commits to main since this release

    Bug Fixes

    • ship map/asset editors as macOS .app + launch.command (#161)

    Refactor

    • read-only World.Mobiles / World.Items views (drop scalar count props) (#160)
    Downloads
  • 0.1.4 b603ea4e79

    0.1.4
    All checks were successful
    ci / Lint & Test (push) Successful in 2m17s
    release / Lint & Test (push) Successful in 3m13s
    release / test (push) Successful in 0s
    release / Publish isommo-gameserver (push) Successful in 2m21s
    release / Publish isommo-auth (push) Successful in 2m29s
    release / Deploy via Semaphore (push) Successful in 4s
    release / Create release (push) Successful in 11s
    release / Server artifacts (push) Successful in 2m58s
    release / Server artifacts-1 (push) Successful in 3m33s
    release / Client artifacts (push) Successful in 4m39s
    Stable

    marco released this 2026-07-22 22:43:08 +02:00 | 80 commits to main since this release

    Features

    • export Prometheus metrics (system + game KPIs) via OpenTelemetry (#159)
    • structured JSON logging + trace/player scopes + client-intent audit (#156)
    • PvP arena — sealed stone pit + stone static art + asset-naming hard gate (#109) (#154)
    • death onboarding — tell the player to reach an ankh (#153)
    • unify Player + creatures under one Mobile base (fixes PvP targeting) (#149) (#151)
    • map editor — paint terrain + statics on the iso grid (#113) (#147)
    • static/object layer — Tree off terrain to sparse statics (#89) (#144)
    • biomes foundation — data-driven terrain + walkable biome grounds (#136) (#142)
    • character creation wizard (#108) (#134)
    • worn equipment visible on other players — layered anim + paperdoll (#18) (#132)
    • asset-extraction tooling + natural-size placed fixtures (#131)
    • ankh resurrection replacing the timed auto-respawn (#112) (#129)
    • greyscale death screen + one death path (#30) (#126)
    • DEBUG-only harness to pilot the client (socket + screenshots) (#123)

    Refactor

    • TargetedSpell base owns target+range+LOS validation once (#152)
    • data-driven tiledata behind an IMapFormat seam (#143) (#145)
    • GM + targeting feedback to the string catalog (#73) (#127)

    Documentation

    • PvP arena design + vision index (#148)
    • enforce design invariants via a critical-design-review skill and checklist (#128)

    Chores

    • client/tools standards nits — dedup, splits, idioms (#51) (#125)
    • backpack README + own-art test gaps (#103) (#124)

    Other

    • feat/world-terrain (#121)
    Downloads
  • 0.1.2 ba9e6176d1

    0.1.2
    All checks were successful
    ci / Lint & Test (push) Successful in 2m38s
    release / Lint & Test (push) Successful in 2m47s
    release / test (push) Successful in 0s
    release / Publish isommo-gameserver (push) Successful in 2m5s
    release / Publish isommo-auth (push) Successful in 2m5s
    release / Deploy via Semaphore (push) Successful in 4s
    release / Create release (push) Successful in 8s
    release / Server artifacts-1 (push) Successful in 2m56s
    release / Server artifacts (push) Successful in 2m56s
    release / Client artifacts (push) Successful in 3m27s
    Stable

    marco released this 2026-07-20 06:28:20 +02:00 | 106 commits to main since this release

    Features

    • macOS .app client bundle + compiled server zips (#101)

    Documentation

    • macOS first-launch unlock for the unsigned .app (#102)

    Other

    • Own-art backpack gump + inventory rework (invisible grid) (#100)
    Downloads
  • v0.1.1 59f04de775

    v0.1.1
    All checks were successful
    ci / Lint & Test (push) Successful in 1m23s
    release / Lint & Test (push) Successful in 1m25s
    release / test (push) Successful in 0s
    release / Publish isommo-gameserver (push) Successful in 1m49s
    release / Publish isommo-auth (push) Successful in 1m53s
    release / Deploy via Semaphore (push) Successful in 4s
    release / Create release (push) Successful in 8s
    release / Client artifacts (push) Successful in 1m39s
    Stable

    marco released this 2026-07-19 20:43:05 +02:00 | 109 commits to main since this release

    Features

    • version the wire contract, reject mismatched clients (#97)
    • UO-native tile metrics + fade creatures that hide the player (#93)
    • heal sparkle + shield ward self-VFX (UO art) (#92)
    • iso depth sorting + fade trees occluding the player (#66) (#88)
    • /set + /setskill (instance-direct, auto-discovered commands) (#87)
    • shield (GHY KOR) — timed damage-reduction ward (#85)
    • heal (GHY REN) + readability + test scaffolding (#82)
    • bold HUD/world font for readability (#78)
    • cast by incantation words on the client; remove the instant Cast (2a, #36) (#77)
    • server-paced incantation FSM (slice 2a, #36) (#75)
    • training dummy swings when struck (#36) (#69)
    • castable fire/water bolt with a visible UO fireball (#36) (#67)
    • persist GM-placed creatures, remove seeding + respawn (#64)
    • sprite-accurate click selection + overhead damage numbers (#63)
    • pack the UO training-dummy art (#36) (#61)
    • in-game training dummy (#36) (#60)
    • server-authoritative fire/water bolt (#36) (#58)
    • persisted mana + Magery on per-entity save serialization (#36) (#57)
    • single-threaded world simulation, no lock (#54) (#56)
    • binary world save instead of SQL (#23) (#40)
    • gump art reader + backpack container background (#19) (#38)
    • targeting system (cursor) — foundation for spells & GM commands (#32) (#37)
    • bottom-left journal for system messages (#35)
    • stats & use-based skills, skill-based hit chance (#8) (#34)
    • GM/admin commands (spawn, tp, kill, resurrect) (#31)
    • creatures leave a decaying corpse on death (#29)
    • close the combat loop — creatures retaliate, players die & resurrect (#10) (#28)
    • equipped weapon drives melee damage & swing time (#26) (#27)
    • combat vertical slice (melee, timed swings, damage numbers) (#25)
    • playable among friends (client/server config + chat throttle) (#24)
    • graphical asset editor + single assets.isoa pack
    • custom .isoa binary asset container replacing loose PNGs
    • server-authoritative wandering creatures with real UO art (M7)
    • render real UO static and land art (trees, ground items, grass)
    • inventory, equipment, and a drag-and-drop paperdoll
    • ground items (drop, pickup, area-of-interest scoped)
    • area-of-interest broadcasts (local view and chat)
    • bounded tile map with server-validated walkability
    • persist character position across sessions
    • migrate the client from Godot to MonoGame
    • UO-style overhead chat
    • godot client with legacy UO art pipeline and mouse movement
    • silent login, characters and unbounded 8-direction world
    • auth service and authoritative game server with grid movement

    Bug Fixes

    • stamp save blobs to prevent a periodic write rolling back a disconnect save (#96)
    • discard a malformed client frame instead of dropping the session (#95)
    • show heal +0 at full HP (#83)
    • launch the spell projectile from the body, not the head (#76)
    • scroll the animation list so every asset is reachable (#71)
    • drain the simulation queue on shutdown to avoid a hang (#62)
    • P0 security & integrity hardening (#46)

    Refactor

    • move placement + corpse-decay logic out of World (HARD GATE) (#94)
    • Spell hierarchy + SpellCatalog (#79)
    • cliloc-style message catalog for gameplay cues (#59) (#72)
    • standards cleanup (dedup, config, one-type-per-file, dead code) (#50)
    • World is a pure lock+delegate facade (HARD GATE) (#49)
    • ModernUO-shaped Mobile/BaseCreature/PlayerMobile hierarchy

    Documentation

    • single-threaded simulation study (#54) + ModernUO as reference (#55)
    • spell system design (Vulgare Arcano) (#48)
    • game bible + game-design skill (#47)
    • add CONTRIBUTING (#22)
    • require a Definition of Done on every non-trivial issue
    • multi-platform requirement and working agreement

    Tests

    • consolidate protocol round-trips, drop useless tests, cover item ownership (#53)

    CI/CD

    • lint + build + test on push/PR (Forgejo Actions, aac-board-style)

    Chores

    • containerize services + Forgejo release pipeline (#33) (#98)
    • single-target IsoMmo.Shared on net10.0 (#86)
    • drop the Postgres provider, run SQLite only (#44) (#45)

    Other

    • build: commit assets.isoa pack; fix client copy for clean checkouts
    • build: CSharpier + Roslynator/Sonar analyzers with a phased .editorconfig policy
    • build: zero-warning policy and one-command dev startup
    Downloads
  • v0.1.0 801cc72059

    v0.1.0
    Some checks failed
    ci / Lint & Test (pull_request) Successful in 1m54s
    release / Lint & Test (push) Successful in 1m30s
    release / test (push) Successful in 0s
    release / Publish isommo-gameserver (push) Successful in 2m7s
    release / Publish isommo-auth (push) Successful in 2m12s
    release / Deploy via Semaphore (push) Failing after 4s
    release / Create release (push) Successful in 7s
    release / Client artifacts (push) Failing after 1m1s
    Stable

    marco released this 2026-07-19 14:27:19 +02:00 | 109 commits to main since this release

    Features

    • version the wire contract, reject mismatched clients
    • UO-native tile metrics + fade creatures that hide the player (#93)
    • heal sparkle + shield ward self-VFX (UO art) (#92)
    • iso depth sorting + fade trees occluding the player (#66) (#88)
    • /set + /setskill (instance-direct, auto-discovered commands) (#87)
    • shield (GHY KOR) — timed damage-reduction ward (#85)
    • heal (GHY REN) + readability + test scaffolding (#82)
    • bold HUD/world font for readability (#78)
    • cast by incantation words on the client; remove the instant Cast (2a, #36) (#77)
    • server-paced incantation FSM (slice 2a, #36) (#75)
    • training dummy swings when struck (#36) (#69)
    • castable fire/water bolt with a visible UO fireball (#36) (#67)
    • persist GM-placed creatures, remove seeding + respawn (#64)
    • sprite-accurate click selection + overhead damage numbers (#63)
    • pack the UO training-dummy art (#36) (#61)
    • in-game training dummy (#36) (#60)
    • server-authoritative fire/water bolt (#36) (#58)
    • persisted mana + Magery on per-entity save serialization (#36) (#57)
    • single-threaded world simulation, no lock (#54) (#56)
    • binary world save instead of SQL (#23) (#40)
    • gump art reader + backpack container background (#19) (#38)
    • targeting system (cursor) — foundation for spells & GM commands (#32) (#37)
    • bottom-left journal for system messages (#35)
    • stats & use-based skills, skill-based hit chance (#8) (#34)
    • GM/admin commands (spawn, tp, kill, resurrect) (#31)
    • creatures leave a decaying corpse on death (#29)
    • close the combat loop — creatures retaliate, players die & resurrect (#10) (#28)
    • equipped weapon drives melee damage & swing time (#26) (#27)
    • combat vertical slice (melee, timed swings, damage numbers) (#25)
    • playable among friends (client/server config + chat throttle) (#24)
    • graphical asset editor + single assets.isoa pack
    • custom .isoa binary asset container replacing loose PNGs
    • server-authoritative wandering creatures with real UO art (M7)
    • render real UO static and land art (trees, ground items, grass)
    • inventory, equipment, and a drag-and-drop paperdoll
    • ground items (drop, pickup, area-of-interest scoped)
    • area-of-interest broadcasts (local view and chat)
    • bounded tile map with server-validated walkability
    • persist character position across sessions
    • migrate the client from Godot to MonoGame
    • UO-style overhead chat
    • godot client with legacy UO art pipeline and mouse movement
    • silent login, characters and unbounded 8-direction world
    • auth service and authoritative game server with grid movement

    Bug Fixes

    • stamp save blobs to prevent a periodic write rolling back a disconnect save (#96)
    • discard a malformed client frame instead of dropping the session (#95)
    • show heal +0 at full HP (#83)
    • launch the spell projectile from the body, not the head (#76)
    • scroll the animation list so every asset is reachable (#71)
    • drain the simulation queue on shutdown to avoid a hang (#62)
    • P0 security & integrity hardening (#46)

    Refactor

    • move placement + corpse-decay logic out of World (HARD GATE) (#94)
    • Spell hierarchy + SpellCatalog (#79)
    • cliloc-style message catalog for gameplay cues (#59) (#72)
    • standards cleanup (dedup, config, one-type-per-file, dead code) (#50)
    • World is a pure lock+delegate facade (HARD GATE) (#49)
    • ModernUO-shaped Mobile/BaseCreature/PlayerMobile hierarchy

    Documentation

    • single-threaded simulation study (#54) + ModernUO as reference (#55)
    • spell system design (Vulgare Arcano) (#48)
    • game bible + game-design skill (#47)
    • add CONTRIBUTING (#22)
    • require a Definition of Done on every non-trivial issue
    • multi-platform requirement and working agreement

    Tests

    • consolidate protocol round-trips, drop useless tests, cover item ownership (#53)

    CI/CD

    • lint + build + test on push/PR (Forgejo Actions, aac-board-style)

    Chores

    • containerize Auth + GameServer, add Forgejo release pipeline (#33)
    • single-target IsoMmo.Shared on net10.0 (#86)
    • drop the Postgres provider, run SQLite only (#44) (#45)

    Other

    • build: commit assets.isoa pack; fix client copy for clean checkouts
    • build: CSharpier + Roslynator/Sonar analyzers with a phased .editorconfig policy
    • build: zero-warning policy and one-command dev startup
    Downloads