Complete MMO engine · Editor, server, client, database

Your MMO is online
this afternoon

Not in year two. The world editor, the authoritative multiplayer server, the game client and the database install together and start already wired to each other. You spend your time on the game, not on the eighteen months of engine underneath it.

  • One-time purchase
  • Self-host or managed
  • Import RPG Maker projects
  • No royalty on what you ship
The engine building a real world — not concept art.

What you can build

One engine, every kind of game

Everything below is real footage of worlds running on ED5 — captured from the running client or the world editor, nothing staged. Pick one.

A player character walking through an isometric fantasy village with a thatched tower house and a watermill

Isometric MMORPG

A town players share

Walking the SkyFall market village — mill, stalls and a thatched tower — on the same authoritative game server that ships in the box. This exact world is online right now.

  • Painted 2.5D tileset
  • Day/night + weather
  • Server-authoritative movement
Walk around this world

How far you get

The first week, not the first year

Most of building an MMO is the part nobody sees: the server loop, the sync model, the database, the tooling. That part is finished. Here is what is left.

  1. A world you can walk

    Run the installer and a seeded starter world is already there. Paint terrain, drop objects and props, place a spawn point, and walk it in the client.

    No toolchain, no build step, no engine compile.

  2. Someone else joins it

    The multiplayer server is the same one you have been running the whole time. Movement, combat, loot and chat are authoritative on the server the moment a second player connects.

    You never write netcode, prediction or reconciliation.

  3. It behaves like a live game

    Quests, an economy with real currency sinks, guilds, pets and mounts, arenas, day/night and weather are already implemented systems — you author content into them.

    Publish, then roll updates to players without a client reinstall.

What you are not building

Six problems already solved

Each of these is a subsystem an MMO team would otherwise spend months on before the game itself starts.

  • Netcode and the tick loop

    A 20 TPS authoritative server with intent-based movement, server-side combat resolution, rate limiting and anti-cheat. Clients send intent; the server decides.

  • The world editor

    Terrain painting with blended vertices, object placement, lighting, events, spawn rules and instance portals — in the browser and on the desktop.

  • The database and its schema

    Characters, inventories, quests, guilds, economies, mail, housing and the migrations that keep them alive across updates.

  • The game systems themselves

    Combat with cooldowns and status effects, crafting, loot tables, quests, NPC shops, pets and mounts, arenas, guilds, trade and a gold economy.

  • Shipping to players

    A browser client, desktop launchers for Windows, macOS and Linux, and an update path that reaches live players without a reinstall.

  • The admin surface

    Every system above has an editor screen, so designers change the game without waiting on an engineer or a deploy.

Product Tour

See what you are actually buying

These are not mockups. The screenshots and code samples below reflect the included server, client, editor workflow, and extension surface you receive with the engine.

Browser Editor screenshot

Included in this part

Built so non-engineers can understand the workflow.

What you can do
  • Paint maps, place objects, and manage zones visually.
  • Edit items, mobs, NPCs, quests, recipes, skills, and pets from forms.
  • Use the same editor in the browser or desktop Studio app.
Why it matters
  • Designers can work without touching engine code.
  • Content changes stay connected to the database and game server.
  • You can review and update live game data from any machine.
Mobile-Friendly Admin

Edit your MMO from any device

The same admin panel runs in the browser on phones and tablets, not just desktop. Fix balance on the bus, review quests at lunch, tune biomes from the couch — every editor page is responsive.

Studio Overview on mobile

Studio Overview

Check the responsive workspace shell, navigation, and editor chrome on touch devices.

Zone Editor on mobile

Zone Editor

Paint terrain, place objects, and manage layers from a phone or tablet.

Biome Manager on mobile

Biome Manager

Tune biome tiles, weather, and spawn tables without leaving the couch.

Abilities Editor on mobile

Abilities Editor

Create new abilities, AoE shapes, and status effects on the go.

Skills Editor on mobile

Skills Editor

Design skill trees and XP curves from any device.

NPC Editor on mobile

NPC Editor

Edit NPC dialog, vendors, and quest links in the browser admin.

Already started building?

Turn your RPG Maker or RPG Tools project into a multiplayer game

You don't need to throw out years of work to go online. Import your maps, events, items, and skills directly into ED5 — then keep building with multiplayer systems already wired in.

A zone imported from RPG Maker MZ being edited in ED5 MMO Studio
RPG Maker MZRPG Maker MVRPG Maker VX AceRPG Maker VXRPG Tools projectsStatic tilesets & spritesheets
  1. 1

    Drop in your project

    Point ED5 at your RPG Maker MZ folder or RPG Tools export. The Studio detects maps, tilesets, events, items, skills, enemies, troops, switches, and variables automatically.

  2. 2

    Pick what to bring over

    Toggle exactly what imports — maps, items, skills, enemies, events, parallax art, character sheets — and choose Append or Replace per asset class. Nothing is forced.

  3. 3

    Open it as an MMO

    Your single-player work lands in an authoritative server, real-time client, and live admin panel. Same world, now with multiplayer, persistence, and live operations.

  4. See exactly what gets imported before you commit.

    See import workflow

What it costs to keep

Buy it once. Then it is yours.

Most ways of building a multiplayer game charge you again every month, every seat, or every player. This one does not.

ModelWhat it costsWhere it bites
Per-seat subscriptionGrows with your team, foreverAdding a designer adds a bill. Stopping payment can stop your tooling.
Revenue royaltyA share of what you earnThe more the game succeeds, the more it costs — indefinitely.
Per-player backend billingScales with concurrent playersA launch spike is also a cost spike, and the backend is not yours.
ED5 MMO StudioOne payment, from $149No seats, no royalty, no per-player fee. Host it yourself if you want to.

Before you buy

The questions that actually matter

Can I sell the game I make with this?
Yes. You keep what you build and what it earns. There is no royalty and no revenue share — the licence is a one-time purchase for the engine, not a stake in your game.
Do I have to use your hosting?
No. The game server is a Node.js application you can run on your own machine or your own VPS. Managed hosting exists because most people would rather not run servers, not because the engine requires it.
Do I need to be able to code?
Not to build a world. Items, mobs, NPCs, quests, skills, recipes and zones all have visual editors. When you do want custom mechanics, there is a TypeScript plugin SDK with typed events rather than a locked black box.
I already have an RPG Maker project. Is it wasted?
No — it is the fastest starting point. RPG Maker and RPG Tools projects import whole: tiles, maps, events and enemies come across and open in the world editor as a multiplayer world.
What happens if you stop working on it?
You keep the version you own and it keeps running — it is installed on your machine and your server, not rented from ours. The source is available to licence holders, so nothing you have shipped depends on us staying online.
How is this different from a multiplayer plugin for another engine?
A plugin gives you networking. This gives you the whole vertical: the authoritative server, the game client, the database, the admin tools and the game systems that sit on top of them — already talking to each other.

Still unsure? Go and play a world built with it — no account, no download.

See it running before you decide

A world built in this engine is online right now. No download, no account — walk into it, then come back and read the price.