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Roadmap

Two tracks share one physics core and one recovered protocol: a standalone client rebuilt from the original executable, and an authoritative server built to behave like the official one.

The client is a standalone C++ program. It loads the original game data from your own Wulfram II installation and runs without the original executable.

milestonescopestatus
M1Project direction and evidence standardsdone
M2Resource loading and a native client that renders original maps and vehiclesfunctional
M3Local movement: input, camera, hover and contactfunctional
M4Multiplayer against the serverfunctional
M5The remaining game surface: weapons, servicing, cargo, supply, menus, HUD, maps, chat, sound and settingsfunctional
M6Qualify completeness: reproducible packages and full-match comparisonsopen

“Functional” means the feature works and is tested, not that it matches the original look and feel yet. The fidelity passes come next, in this order: UI, graphics, effects, sound, networking. Their goal is to look, sound, respond and feel as close to the original as reasonably possible.

The authoritative server is written in Rust and links the shared C++ physics core. Original clients and the reconstructed client both connect to it.

Working today: Tank and Scout combat with every weapon, pad servicing and finite ammunition, cargo, power and base defenses, supply queues, ship travel, supply-ship warfare, orbital bombardment, Classic victory with map rotation, bots, and the original terrain borders.

Next:

  • Uplink capture self-destruct.
  • Demand-based supply production.
  • Full mixed matches with original and reconstructed clients, under realistic latency and loss.
  • Squads, persistent statistics and team balance.

Where evidence about the official servers runs out, the server’s choices are labeled as policy in these docs and kept configurable.

Downloads will appear here once these are done:

  • licenses chosen for the client and server code;
  • protected password handling between client and server;
  • packaged builds, with a first-run step that points the client at your own Wulfram II data.

Coming sections, roughly in order: more protocol pages, game mechanics, file formats, server hosting and configuration, reverse-engineering deep dives, and the modding guide.

reviewed 2026-09-25

A fan preservation project, not affiliated with the original developers. No original game files are hosted. Text licensed CC BY 4.0; site code MIT.