Initiate Mage
- Joined
- Sep 7, 2026
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Silkroad Web
Source Code & Assets Release
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There is no .exe, and nothing is encrypted or obfuscated. You can inspect every file yourself, ask an AI to review the code if you do not trust it, or simply ignore it and do not download it.
The current Files.fm mirror is temporary and is scheduled to expire on September 21, 2026.
About the Project
Everything was built using Codex, Claude and Meshy in approximately two weeks.
This is an unfinished browser-based reconstruction of Silkroad. It includes the browser client, server code, database, tools and the assets required to run it locally.
It is not complete. Finishing the remaining systems and properly polishing everything would probably take another couple of weeks and a large number of additional tokens. However, a significant part of the game is already working.
The graphics have also been optimized to make the game playable on a phone, although the custom mobile interface is still unfinished.
What Is Working
Core and Local Server
- The game runs locally and is played directly in a browser.
- The download contains the browser client, server code, PostgreSQL migrations and the required game assets.
- The complete local stack can be started with npm start.
- The launcher starts PostgreSQL, applies the migrations and launches the browser client and game services.
- Account registration is available from the login screen.
- Login, character roster and character creation are working.
- Characters can enter the world and reconnect.
- Character state and progression are persisted in PostgreSQL.
- The server remains authoritative over movement, combat, inventory and persistent actions.
- Different cap configurations exist for cap 60, 70, 80, 90 and 100.
World and Movement
- Regional world streaming is implemented.
- Terrain, water and world objects are loaded in the browser.
- Regional navigation and collision data are used by both the client and server.
- Player movement is predicted locally and reconciled with the server.
- NPC and monster positioning is grounded against the world.
- Monster populations, nests, hives and respawn logic are implemented.
- Monsters can idle, wander, detect players, enter combat, chase targets and return to their spawn area.
- Field uniques have their own skill and summon behaviour.
- Teleports, return scrolls and world transitions are implemented.
- Instance layers and part of the dungeon system are implemented.
- Several GOD dungeon entrances and embedded dungeon actors are implemented.
- Baghdad and part of the new eastern route exist as custom content.
- The world map and regional maps are available in the client.
Combat and Progression
- Basic PvE and PvP combat are implemented.
- Basic attacks work with and without weapons.
- The five main weapon families are supported.
- Weapon skills, skill trees and masteries are implemented.
- Physical and magical damage, defence, blocking, evasion and resistances are handled by the server.
- Buffs, debuffs and linked skill effects are implemented.
- Poison, Zombie, Root, Myopia, Fear, Disease and other status effects are supported.
- Projectiles, hit timing and ranged attacks are implemented.
- Death and resurrection are implemented.
- HP and MP regeneration are implemented.
- Experience, Skill Points, gold and item rewards are implemented.
- Loot can be dropped, picked up and replicated to nearby players.
- Items and gold can be dropped manually on the ground.
- Party experience and shared item modes are implemented.
- Equipment durability, warnings, broken equipment and NPC repairs are implemented.
Inventory, Items and Alchemy
- Inventory and equipment are implemented.
- Normal equipment and avatar equipment are supported.
- Item instance data, Variance, reinforcement values and blue options are persisted.
- Items can be equipped, unequipped, used, moved and split into smaller stacks.
- Potions, scrolls, mounts and other consumable families are supported.
- Alchemy reinforcement is implemented.
- Elixirs, stones and attribute changes affect the real item instance.
- Alchemy changes are reflected immediately in equipment and combat values.
- NPC shops support buying and selling.
- Storage is implemented.
- Item Mall and Magic POP have functional implementations.
- Manufacture and disjoint systems are implemented.
- Stall creation, visitors and purchases are implemented.
- Player-to-player exchange is implemented.
Quests and Social Systems
- The project contains 1,041 compiled quests.
- 569 quests are classified as playable.
- 453 quests currently have presentation data but do not have a complete playable flow.
- 19 quests are currently unsupported.
- Quest steps and progress are handled authoritatively and persisted.
- Party creation and party matching are implemented.
- Chat is implemented.
- Guild creation and basic guild functionality are implemented.
- Guild storage is implemented.
- Guild war functionality is present.
- Guild master election and guild recall functionality are implemented.
Trader, Thief and Hunter
- Trader, Thief and Hunter job registration is implemented.
- Job aliases and job suits are supported.
- Trade transports and cargo are implemented.
- Trader routes and sales are implemented.
- Thieves can attack transports, steal cargo and sell stolen goods.
- Hunters can defend traders and recover stolen cargo.
- Job experience, contribution, party sharing and weekly rankings are implemented.
- Job-related PvP rules are handled by the server.
- A custom scheduled caravan event has also been implemented at server and client level.
Pets and Mounts
- Pickup pets are implemented.
- Growth and attack pets are implemented.
- Pet HGP is supported.
- Rideable mounts are implemented for local and remote players.
- Trade transports are implemented separately from normal mounts.
- Mount information, dismount, embark and destruction actions are available.
- Mount HP and defence are handled by the server.
- Monsters and players can damage the mount before damaging the rider.
- Several event mounts are supported, including Pegasus, Wild Pig, Ostrich, Rudolph, Scarabaeus and Unicorn.
Custom Features and Experiments
- The Pegasus COS can actually fly.
- Flight take-off, landing, height limits and server reconciliation are implemented.
- The Pegasus uses its real bones for the wing movement.
- There is real wind in the world.
- Rain, snow, lightning and environmental weather systems are implemented.
- Experimental Astral race/content is included.
- Experimental Arabian race/content is included.
- Custom Astral and Arabian equipment is included.
- Custom Chinese equipment variants are available through NPC shops.
- A custom 1v1 and 2v2 Arena system exists.
- The connected 1v1 Arena flow, spectator mode, ranking and return to the previous position have been tested.
- Seasonal event systems and FlagWorld 2008 are implemented.
- A custom guild-city system exists.
- An in-browser world editor is included.
- A custom Game Master interface is included.
Interface, Audio and Mobile
- The browser client includes the main HUD and chat.
- Inventory, character, skill and quest windows are implemented.
- NPC shop, storage and teleport windows are implemented.
- Party and guild interfaces are implemented.
- World map and minimap interfaces are implemented.
- Alchemy, Item Mall, stalls, pets and Magic POP have their own interfaces.
- Original-style layouts and assets are used by many of the implemented windows.
- Zone music and day/night environmental audio are implemented.
- Footsteps, monster sounds, player attack sounds, voices and common interface sounds are implemented.
- The renderer and graphics have been optimized for desktop and mobile devices.
- Touch controls exist.
- The complete asset client can be stored in the browser cache for local/offline use while the application remains available.
Development and Testing
- The project contains automated client, server, PostgreSQL and browser tests.
- There are tests for combat, multiplayer, reconnect, return scrolls, Item Mall, alchemy, flight, touch controls, item instances and TriJob.
- There are asset, map, navigation, architecture, authority and content audits.
- The repository contains tools for rebuilding and checking the converted assets.
- The original client and server data have been investigated to recover formulas, rules, formats and behaviour.
What Is Not Finished
This project should be treated as a playable but unfinished development build. Working systems do not mean that every original Silkroad behaviour, visual detail or edge case has been reproduced.
- The project does not have 100% gameplay or visual fidelity with the original client.
- The custom mobile interface is unfinished.
- The complete physical-device mobile test matrix has not been completed.
- Several original interface families are still missing; 131 extracted layouts do not yet have a runtime consumer.
- Fortress Siege does not have a complete playable runtime.
- The Academy and mentor systems are not complete.
- Linked Storage is not implemented because its exact protocol and lifecycle are still unresolved.
- The Collection Book and OptionalTeleport consumer are not complete.
- The original rebuy price and capacity rules remain unresolved.
- Some rare equipment and item classes still have unresolved source formats.
- Some Jupiter dungeon actions and triggers do not have an executor.
- The complete GOD and Qin Shi dungeon loops have not been verified from beginning to end.
- Some instance reservation state is not persisted.
- The custom eastern route is not fully connected to the original continent by a walkable path.
- Baghdad does not yet include every NPC, shop, quest and spawn from its external source data.
- Some skill presentation details and effect links are incomplete.
- Some cloth, LOD, effect and audio edge cases remain unfinished.
- The exact use of some strong attack sounds and some European weapon labels remains unresolved.
- Some altered pet states and party interactions involving COS are incomplete.
- The complete 2v2 Arena flow with five browser sessions, simultaneous matches and reconnection has not been fully verified.
- The complete multiplayer caravan-event flow, leadership handoff and restart behaviour have not been fully verified.
- Some weather presentation details are still approximate or not visually verified.
- The Open Market implementation is not active under every asset profile.
- Several seasonal or historical event variants remain blocked when the original source data is incomplete.
- Production-scale soak, failover and long-running stability tests are not complete.
Perfect World and 9Dragons
There are unfinished implementations and conversion tools for Perfect World and 9Dragons.
The Perfect World work includes experimental terrain, scenes, water, collision, characters, equipment, effects and race-related conversion tools. It is not a complete playable Perfect World implementation.
The 9Dragons work includes conversion and laboratory support for terrain, mobs, NPCs, props, animations, skills and effects. It is not integrated as a complete playable game. Navigation, collision, water, audio and complete gameplay authority are still unfinished or unverified.
These external assets are not included in the download, because uploading the complete collection would bring the total size to approximately 28 GB.
Why I Made It
I started this because I thought it would be funny — and it was.
The real purpose was to test how far AI agents could go when interacting and working with other agents: investigating systems, writing code, testing their own work and coordinating with each other.
What started as a funny side project ended up becoming much more relevant than I expected.
Several browser ports are being released now. I feel that mine is much further along in terms of functionality that actually works, but it is probably only a matter of time before we have a large number of websites running custom servers with zero players on each one.
We live in an era where everything has become too easy. Development no longer has the same value it once had, because almost nothing truly requires skill anymore. Something that would have taken months only a few years ago can now be built in five minutes.
I honestly believe that obtaining an almost complete source-code reconstruction of the original binaries would only take another couple of weeks. At this point, you just need to know how to set up the agents.
No Live Demo anymore, sorry
I am not responsible for any misuse of this project. It is not intended to be used to create or operate a server or to generate revenue. This project was created solely for non-commercial and educational purposes.
All assets, materials, and other content belong to their respective owners and are protected by copyright.
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