I’ve stopped working on the PS APK version. As of yesterday, I started over from scratch using the official
1.34.183 version.
This time, I’m building everything properly in one go. I’ll be adding all the features from the latest version and making sure it’s fully stable and ready for production.
I won’t be making this project open-source since no one really contributed or helped during the process. I’ll just keep sharing updates here as I make progress.
Over the next week, I’ll rebuild the project from scratch, set everything up properly, and implement all the core systems and features. Then I’ll add the remaining features, improve performance and UI, fix bugs, and make sure everything runs smoothly. By the end of the week, the goal is to have a clean, stable, production-ready version.
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Hello RageZone,
After a long time of building this project in private, I am finally sharing a more complete look at my Idle Heroes private server.
This is no longer just a basic login prototype or a lightweight packet relay. The server has grown into a structured backend with its own persistence layer, modular handlers, game services, extracted game configs, and update delivery flow. The goal has always been clear: recreate the original Idle Heroes feel as closely as possible, while keeping the codebase flexible enough for future systems, fixes, and custom content.
I did not rush this project for a quick release. Most of the work went into making the server behave consistently, keeping important logic server-side, and building a foundation that can scale without turning into a mess later.
At this point, the project covers far more than the original topic I posted before. Core account flow is working, player state is persisted in SQLite, and a large part of the game loop is already connected through dedicated handlers and services rather than hardcoded shortcuts.
What is already in place:
- Registration, login, salts, sessions, and world connection flow
- Persistent SQLite storage for accounts, player state, chat, friends, mail, heroes, items, activities, and other gameplay data
- Full sync/bootstrap flow with structured repositories instead of a single raw state blob
- Hero management and hero-related progression
- Inventory, item operations, and equipment-related data flow
- Mail system
- Chat system
- Friend system
- Tutorial and beginner progression handling
- Campaign/progression foundations, including hook and PvE stage state
- Market-related systems and multiple shop flows
- Arena-related systems across several PvP modules
- Guild systems and guild war support
- Tavern / hero task style systems
- Dungeon-related progression
- Air Island / home-world style systems
- Monthly and return-style activity systems
- Brave shop, puzzle, minigame, payment, identity, world, space-time, star pet, and other extended operation groups
- Patch/update HTTP delivery with manifest support
- Extracted game configuration pipeline for heroes, items, shops, stages, events, world content, and other client-driven systems
From a technical side, the structure is much cleaner than before:
- `handlers` are split by feature group
- `services` contain gameplay logic
- `repositories` handle persistence in separate tables
- `game-config` contains extracted data used by live systems
- the update system can publish and serve patch resources
This matters because the project is now much easier to maintain. Adding a new system no longer means rewriting unrelated parts of the server. Most gameplay areas can be extended in isolation, which was one of the main design goals from the start.
I also want to be clear about scope: this is still an active project. A lot is already wired up, but I am still expanding depth, validating flows, and polishing behavior system by system. The server is in a much stronger state now, but I am not presenting it as "finished." I prefer being honest about that instead of overselling it.
The long-term goal is not only to mirror official Idle Heroes behavior, but also to eventually support custom events, adjusted progression, and new content that still feels natural inside the game.
So in short, this project has moved well beyond the early scaffold stage. It now has a real backend structure, a broad set of implemented gameplay modules, persistent data storage, patch/update support, and a foundation that is actually usable for continued development.
I will keep sharing progress as the server grows. Feedback is welcome.