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Select the license path that fits your team, timeline, and production goals

Current State: Active MMO Engine Development | Core systems and anti-cheat are in progress (Roadmap 2026)

MMO Source Code

Full source code access for MMO server/runtime customization and platform-level ownership

By Request
Source Code License
Source Package: ~500 MB
Build Time: ~15 minutes
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Source code access provided after purchase
Perfect for:
  • ✓ Custom MMO server architecture
  • ✓ Networking stack optimization
  • ✓ Anti-cheat system customization
  • ✓ NVIDIA middleware integration
  • ✓ Dashboard & live-ops tooling source
  • ✓ Performance fine-tuning

MMO Enterprise

Enterprise MMO infrastructure licensing for multi-title studios and dedicated support channels

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Enterprise MMO License
Custom Package
Studio integration package
XboxPlayStationSwitch
Enterprise Benefits:
  • ✓ Architecture reviews for MMO networking + persistence
  • ✓ Dedicated integration engineering support
  • ✓ Anti-cheat hardening and deployment guidance
  • ✓ Dashboard deployment & live-ops onboarding
  • ✓ Priority bug triage and escalation path
  • ✓ Quarterly roadmap planning with your team

Additional Resources

Sample Projects

Reference samples and integration patterns for current engine workflows

  • • Bootstrapping a CMake/Ninja project setup
  • • Renderer scene setup and post-process baseline
  • • PhysX rigid body + navigation examples
  • • ENet replication and snapshot interpolation
  • • Dashboard setup and server monitoring
  • • NoesisGUI and editor UI extension patterns
Development Tools

Available tools plus roadmap utilities under active development

  • • PAK Compiler CLI (pack, list, verify, diff)
  • • Shader build scripts for local iteration
  • • CMake presets for reproducible builds
  • • Studio Dashboard (React + TypeScript)
  • • VS Code extension for JS scripting

System Requirements

Recommended workstation profiles for smooth development and testing

Minimum

Basic development and testing

Operating System
  • • Windows 10 (64-bit)
Hardware
  • • Intel i5-8400 / AMD Ryzen 5 2600
  • • 8 GB RAM
  • • GTX 1060 / RX 580 (DX11)
  • • 4 GB available disk space
Development Tools
  • • Visual Studio 2022+
  • • CMake 3.28+
  • • Ninja (recommended)
  • • Git + Python build tooling

Studio/High-End

Professional game development

Operating System
  • • Windows 11 Pro (64-bit)
Hardware
  • • Intel i9-12900K / AMD Ryzen 9 5950X
  • • 32+ GB RAM
  • • RTX 4080 / RX 7800 XT (high-end rendering workflows)
  • • 50+ GB available disk space (NVMe)
Additional Requirements
  • • Optional proprietary SDK access
  • • Network storage (NAS)
  • • Build farm setup
  • • Version control server

Current Status & Upcoming Plans

Current Feature Snapshot
March 2026
Implemented and available in the current codebase
  • • C++20 engine with EnTT ECS, streaming world grid, and interior portals
  • • bgfx rendering on D3D11 with forward+ clustered lighting
  • • NVIDIA GameWorks: VXGI 2.0, HBAO+, ShadowLib, WaveWorks, Flow, Volumetric Lighting
  • • Full anti-cheat suite: integrity hashing, kernel driver, heartbeat enforcement
  • • ENet networking with entity replication, zone server architecture, and SQLite persistence
  • • PhysX 5 physics, Blast destruction, NvCloth simulation, ozz-animation with IK
  • • PAK Compiler v2 with mounted archive stack and parallel compression
  • • Studio Dashboard: real-time server monitoring, PAK management, database browser
  • • Editor with 15+ ImGui panels, NoesisGUI XAML UI, MaterialX graph, Wwise audio
Upcoming Plans (Roadmap Priorities)
2026
Next milestones under active planning/development
  • • PAK delta patching + async loading for live MMO updates
  • • Animation state machine and advanced IK (foot placement, hand reach)
  • • Screen-space reflections, GPU-driven rendering, bindless textures
  • • Interest management and account/character persistence
  • • Editor: prefab workflows, undo/redo, play-in-editor, asset hot-reload
  • • Dashboard: WebSocket push, authentication, and HTTPS/TLS
  • • Long-term: Vulkan backend, Linux support, ray tracing, console ports
Roadmap Notes
Scope subject to change
Planning transparency for studios
  • • The public roadmap is organized by in-progress, short-term, medium-term, and long-term tiers
  • • Enterprise customers receive quarterly roadmap planning sessions
  • • Final delivery scope depends on SDK availability and integration constraints
  • • Contact the team for milestone commitments tied to your production schedule

Enterprise Inquiries

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