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  • 2026-08-23
    purpleP purple

    Once again its time for a new development update.

    These past two months since our last alpha test had one primary focus and that was VOIP.
    We had plans for first party VOIP support for a long time, pretty much since the inception of this project, and we are very happy with what we have achieved here.

    51be5c5a-cfc6-414f-a1a4-e316c03fa457-image.jpeg

    tl;dr: This is first party, directly integrated into the client and server, no configuration required other than opening a second port on the server. Grid based spatial routing works out of the box

    We spent a lot of time researching the audio engine and integrate with it fully.
    We have our own audioAudioEventMetadata entries, game parameters linked to custom RTPCs, our custom sound banks and we stream VOIP PCM directly into wwise.

    We separate between spatial and direct routing, where direct is comparable to a discord call without any distance attenuation or environment occlusion effects. Ideal for implementing phone calls, tactical radio communication or team chat.

    We also have scripting capability to control direct voice routing. We allow connecting clients together in exclusive or shared mode

    • Exclusive:
      Voice data is only emitted via the direct connection. Whether you are directly next to the emitter entity or on the other side of the map, you will not hear a difference
    • Shared:
      Voice data is emitted from the entity too. This can create realistic effects like having a phone conversation with someone and then walking closer to the room where that entity resides and also hearing the muffled entity talk

    It is controlled via scripting API on the server side. Example of how to connect all clients on the server to each other:
    carbon.png

    On the client side we have robust handling of input device selection (with hot plug support), a ton of settings for individual volumes, gain boosting, VAD (Voice Activity Detection) with configurable threshold, PTT (Push to talk), Noise Suppression via RNNoise and/or SpeexDSP.

    Some extensions for scripting client sided DSP settings on direct audio and control over spatial falloff are planned for a future update

    Media

    Development Updates

  • Public Alpha Test 2 Announcement
    purpleP purple

    Welcome,

    the time has come and we are now announcing our second Public Alpha Test.

    We have been hard at work fixing all issues that were discovered in our previous test.
    Click here to read more about the technical stuff.

    This test will once again be ran on a server hosted by us with a similar game modes script as last time.
    We improved the gameplay side of that. Most game modes can now be joined again if you crash, no need to wait for minutes in the lobby anymore.

    We also added a new Roaming game mode. Details about that can be found in the trailer video below.

    If you were accepted to the previous alpha you don't have to do anything.
    If you haven't applied yet, please visit: https://forum.replay.re/alpha

    More details will be available in the alpha forum section and alpha channel in discord in due time.

    Announcements

  • 2026-07-04
    purpleP purple

    Its been a while since our last update.

    We have been hard at work fixing issues and sometimes completely reworking systems that were identified as problematic during our first alpha.

    With all of these issues fixed we are now approaching alpha two.
    Information about that can be found here

    Major Changes

    Local player spawning rework

    Previously the handling of the local player entity was very different from other synced entities.
    That was mostly due to how the game expects certain conditions to be met until it transitions into gsmState_SessionActive.
    We had to patch multiple crashing systems without proper checks if the player entity actually exists to make this work.

    This allows us to create player entities through the same path through which remotely simulated entities were already created.
    Below is an example of what is now possible in scripting:
    carbon(1).png

    Sync tracking

    We reworked our server state tracking logic from individual field tracking to component wide tracking.
    This has resulted in a substantial reduction of memory usage.
    Below you can see the memory usage of a 32 player server:
    9a2d7fc4-bea1-49f8-b734-f45e33aba2ec-image.jpeg
    (Please note that most of the required memory is pre-allocated at server startup, so an empty server roughly reflects a full one)

    An example of how the new tracking logic integrates into our ECS setup (code edited for readability):
    carbon(3).png

    Changelog

    • New sync tracker logic on the server for better batch processing of updates
    • Fixed broken player state after forced vehicle dismounts if vehicle entity gets force deleted
    • Fixed various issues with handling of EntityStub tracking from different spawn sources
    • Initial elevator sync
    • Improvements to app termination to prevent deadlocks during net teardown
      • The game will now force terminate after 5 seconds, even if termination blockers have not responded yet
    • Local player creation rework. Merged with existing general entity spawning path
      • The local player entity is now created through the same logic as remotely synced entities
    • Various improvements to customization sync. Fixed another potential appearance leak
    • Vehicle occupant sync. Drivers and passengers of population cars are now synced
    • Parked crowd sync. Ambient cars on parking spots are now synced
    • Static entity migration improvements
    • Improve network packing density of vehicle updates to reduce network load
    • Fixed a loading screen hang. Pause menu during teleport will no longer cause issues
    • Improve scripting stability with tick filtering during loading phases
      • Client bundles will no longer tick or receive events during teleport, fast travel or other loading phases
      • Events are delivered after the game session is in a good state again
    • Improve scripting stability with event queues
      • Scripting events are now delivered in a more predictable matter
    • Fixed an occasional scripting crash related to handle destruction
    • Various build system improvements regarding speed and correctness
    • LLVM 22.1.8 upgrade
    • CEF 149.0.6 upgrade
    Development Updates

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