A full-stack isometric 2D MMO engine with combat, crafting, pets, housing, guilds, PvP, survival, and 38 more systems — all server-authoritative. Next.js client, Node.js server, PostgreSQL, admin panel, and Electron studio.
Combat, crafting, harvesting, quests, pets, mounts, housing, guilds, PvP, market, survival, farming, achievements, and more — all server-authoritative, all wired end-to-end from database to UI.
Node.js game server with fixed tick loop, WebSocket networking, spatial hash grid, EventBus, and 57+ client-server message types. Delta compression ensures smooth multiplayer at scale.
Isometric 2:1 diamond renderer with dynamic lighting (AO, bloom, shadows, vignette), day/night cycle, weather particles, 8-directional movement, entity interpolation, and 54 HUD components.
GCD-based combat with 9 AoE shapes, 22 status effects, 18 weapon types, and full PvP with 5 zone rule types. Plus a complete Pokémon-style pet system with battles, taming, breeding, and evolution.
Drop a .ts file into the plugins folder and it auto-loads. 35+ typed events, custom commands, client-server messaging, persistent data store, and full auto-cleanup on unload.
Build desktop launchers for Windows, macOS, and Linux with auto-updater. Deploy the web client via Next.js. One-click build pipeline in the Electron Studio app with code signing support.
Server-authoritative Node.js game server with a fixed 20 TPS tick loop, 44 gameplay systems, spatial hash grid, EventBus, and TypeScript plugin system. All game state validated on the server — clients send intents, the server broadcasts results.

// packages/game-server/src/core/tick-loop.ts
TickLoop.onTick(deltaMs)
├── EventBus.emit("tick:start", { deltaMs })
├── MobAISystem.update(dt)
├── MovementSystem.update(dt)
├── CombatSystem.update(dt)
├── SurvivalSystem.update(dt)
├── EnvironmentSystem.update(dt)
├── StatusEffectSystem.update(dt)
├── PersistenceSystem.update(dt)
├── BroadcastSystem.update(dt) // sends state to clients
└── EventBus.emit("tick:end", { deltaMs, tickMs })
// 44 systems: combat, crafting, harvest, skills,
// quests, pets, mounts, guilds, housing, PvP,
// market, trading, mail, survival, farming...Game Systems
Database Tables
HUD Components
Server Tick Rate
Pay once, build forever. No subscriptions, no royalties, no hidden fees. Every plan includes lifetime updates.
Everything you need to build and ship your first isometric MMO.
For teams serious about launching a commercial MMO.
White-glove support for studios shipping at scale.
Secure payment via Stripe. No license activation required — download immediately after purchase.
“ED5 Studio let us go from concept to live MMO in 3 months. Having 44 systems already wired end-to-end saved us hundreds of hours compared to building from scratch.”
Alex Chen
Lead Developer, Starfall Online
“The plugin system is incredible. We built a full custom event system in a weekend using the EventBus hooks. The auto-cleanup on unload means zero memory leaks.”
Maria Rodriguez
Founder, PixelForge Games
“Best multiplayer architecture I've seen in any 2D engine. Server-authoritative with delta compression just works. No netcode nightmares, no desync issues.”
James Park
CTO, Mythic Realms
“We migrated from a custom engine and shipped our commercial launch 6 months ahead of schedule. The lighting engine and pet battle system alone are worth the price.”
Sarah Kim
Studio Director, Void Interactive
44 game systems, 82 database tables, a full isometric renderer, and a drop-in plugin SDK — all yours with full source code and no royalties.