

Private Server
AQW, rebuilt from scratch.
The Flash client lives again. TypeScript + Node.js game server, 13,073 assets extracted into a native HTML5 format, and a PixiJS renderer that replaces Flash entirely — no plugins, no 2008 runtime.
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Development Progress
What's done, what's next.
Done
In Progress
Planned
Phase 1
Core Server
- SFS2X TCP frame parser (XML + binary)
- Login / token auth flow
- Zone + area join sequence
- Player state (HP, MP, level, gold)
- SQLite persistence with better-sqlite3
- HTTP admin API
Phase 2
Game Database
- 12,580+ items imported from WOH SQL dump
- 26 monsters with HP/stats
- 16 maps with cell layout
- 4 playable classes (Warrior, Mage, Rogue, Healer)
- Starter inventory seeded on first login
Phase 3
Combat Engine
- aggroMon / attack / useSkill handlers
- Damage scaling with player level
- Real skill multipliers from WOH reference (a1-a4)
- Server-side cooldown enforcement per skill
- addGoldExp and XP/level-up on kill
- Monster respawn (restoreMon)
- Attack rate limiting (500ms min gap)
Phase 4
Persistence + Polish
- Inventory equip / unequip
- Gold and item grant admin API
- Online player push (real-time balance updates)
- Curated achievement system
- One-time DB migration pattern (meta table)
- 34/34 integration tests passing
Phase 5
HTML5 Renderer
- 13,073 SWF assets extracted to .aqw bundle format
- SVG shape extraction with full color fidelity
- Sprite timeline extraction (frame-by-frame animation)
- PixiJS v8 renderer — no Flash, no plugins
- Asset preview tool with animation playback
- Batch timeline extraction running (overnight)
Phase 6
Multiplayer + Open Beta
- Room roster broadcast (other players visible)
- Party / group system
- Shared combat room state
- Chat (zone + whisper)
- Public server launch on aqwrevival.com
Phase 7
Content Expansion
- More maps and quest chains
- Quest item drop tracking
- Guild system
- Auction house / trading