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Server technology and technical priorities

The recording presents Beast Burst Entertainment's server technology as a major strategic advantage for Scars of Honor. The studio states that it built a proprietary server engine rather than relying on third-party services that charge by concurrent user.

This custom server stack is described as reducing ongoing concurrency-related costs to effectively zero outside employment and maintenance costs. The point is used to explain both the studio's free-to-play plans and its view that many other MMORPG projects become financially strained by infrastructure expenses.

Proprietary server engine

The server engine is described as an in-house solution created specifically to avoid the pricing model used by common networking providers. The recording contrasts this with services that bill per concurrent player, arguing that such costs can scale rapidly and contribute to studio instability.

The custom approach is presented as one of the reasons Scars of Honor believes it can support a true free-to-play model.

Performance and optimization

A technical update in the recording states that the game is running at roughly 180 to 200 FPS on the speaker's PC in the open world. This is presented as a positive sign because the open world is treated as one of the more demanding environments for optimization.

The next step described is a technical test focused on stability across different hardware. The purpose is not broad gameplay feedback but identifying crashes, compatibility issues, and device-specific problems before wider public access.

Server capacity and world simulation

The expected target for a server is described as roughly 10,000 to 12,000 concurrent players, with the possibility of scaling higher. The recording notes that Scars of Honor includes a procedurally generated dungeon system, which adds computational demands compared with more static designs.

The speaker says this heavier calculation load is manageable through a different threading approach and is not considered a blocker.

Layering and player visibility

The recording says the game does not aim to use conventional launch layering in the sense of splitting players in the same area into separate invisible copies. The stated goal is to preserve player interaction.

At the same time, the server does use zone-based segregation for optimization. Players in distant parts of the continent can still communicate through chat, but the server does not continuously send movement and combat updates for characters far away. This is described as a form of optimization rather than true layering.

Telemetry and activity tracking

The recording also indicates that the server is expected to record player activity for analysis. This is treated as a basic architectural requirement rather than an optional feature. Metrics such as where players stop playing, which activities they repeat, and where they struggle are described as important for later testing phases.

Voice chat and minion systems

Two implemented systems are mentioned briefly as already present in the game:

  • voice chat
  • a minion system used by bosses and player classes

The minion system is described as especially relevant to the planned Necromancer class, with bosses and players both able to spawn controllable NPC-like units.

Source

  • Recording: Why MMoRPGs are keep on Dying? CEO/Creative Director of MMoRPG Studio speaks!
  • YouTube: Watch on YouTube
  • Published: Sunday, February 1, 2026 at 8:30 PM UTC

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