Notes and a small reference server from poking at the modern (2026) Rec Room client after the official servers went dark on June 1, 2026.
The client has not been redirected to anything in here. What this repo actually is, is a public log of what's been figured out about the modern build's network protocol and a clean reference implementation of the version/config bootstrap, which is the part that documents itself most clearly.
Rec Room Inc. shut the service down, three days ago, as of June 4th, 2026. The community has several private servers running older client builds (Radium, meow.net, Vanilla, etc.), those preserve the experience of Rec Room circa 2016–2023. This repo is about the modern (Unity 6, IL2CPP) Steam build that the rest of the preservation community hasn't broken yet. The hope is that someone else can pick up where this leaves off without re-deriving the obvious parts.
protocol/findings.md— what we know about the modern client's network protocol. Hosts, endpoints, response shapes, the service map. The thing you'd actually want to read, probably.protocol/extracted-http-requests.txt— four HTTP request lines recovered from the running client.server/— a small FastAPI server that implements the version-check and bootstrap endpoints observed during launch. The responses are shaped to match what the client asks for, not what the game ideally needs. Useful as a reference and as something to point a tool at.scripts/recnet_mitm.py— a mitmproxy addon that logs every request and response touching the known RecNet hosts.
A working redirect. The modern client does custom TLS certificate validation and ships IL2CPP with encrypted metadata, which together block every normal reverse-engineering workflow. Until one of those walls comes down, the most this repo can offer is good documentation and a reference server.
Picking any one of these would unlock most of the rest:
- Defeating the client's custom TLS pinning so traffic can be captured. Every other endpoint besides the version check is currently opaque.
- Recovering the IL2CPP metadata (or otherwise getting function/type names
out of
GameAssembly.dll) so the client can be read. - A reliable frida-on-Wine/Proton attach path so runtime hooks are possible. Or Windows. Because Microsoft. Thank you Microsoft. Not doing that, though.
If you've made progress on any of those, the rest of the protocol would probably fall out in a few weeks. Hopefully.
The code and documentation are offered under the MIT license.