Build vast online worlds without writing a renderer, a netcode stack, or a database layer from scratch. RCCE picks up where the original RealmCrafter left off — modernized, cross-platform, community-driven, and free forever.
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RealmCrafter was one of the earliest tools that let solo developers and small teams build real MMORPGs — persistent worlds, characters, quests, NPCs — without rolling their own engine. Then it stopped being maintained. The community refused to let it die.
RealmCrafter: Community Edition (RCCE) is the actively-developed continuation. Same accessibility. New foundations.
| Original RealmCrafter | RCCE | |
|---|---|---|
| Status | Abandoned | Actively maintained |
| Platforms | Windows only | Windows (stable) + macOS Apple Silicon (alpha) |
| Compiler | Closed-source Blitz3D | BlitzForge — open-source fork with ARM64 codegen |
| Tooling | Frozen | Modern VS Code extension, native IDEs, CI |
| License model | Proprietary | Community / open development |
| Community | Forum-only | GitHub, Discord, Discussions, Forum |
| Bug fixes | None | Continuous |
| Pull requests | N/A | Welcome from anyone |
- Game Engine — A complete client/server runtime for building 3D MMORPGs.
- Project Manager — A visual launcher that creates, configures, builds, and packages your game.
- World Editor (Architect) — Place terrain, meshes, NPCs, spawn points, and quest triggers.
- Scripting System — Familiar BlitzBasic-style game scripting (
Server Data/Scripts) — no C++ required to ship a game. - BlitzForge Compiler — Our modernized Blitz3D toolchain, vendored at
compiler/BlitzForge, with cross-platform Mach-O / PE output. - Networking + Persistence — RCEnet networking and SQL/MySQL backends out of the box.
- VS Code Extension — Syntax highlighting, build, debug, and test workflows for the Blitz language (
extras/vscode-blitz-forge). - Sample Content — A populated default project so you can launch a working world in minutes.
- Grab the latest build for your OS from Releases.
- Unzip it.
- Launch Project Manager (
Project Manager.exeon Windows,Project Manageron macOS). - Open the bundled sample project, hit Run Server, then Run Client.
macOS users — alpha. RCCE produces native Apple Silicon binaries via BlitzForge's macOS port, which is currently alpha: the runtime path is incomplete, many language and standard-library features are not yet wired up, and breakage is expected. Use the macOS build for development and feedback, not for shipping a game. See macOS Apple Silicon notes for the current source-build flow and compatibility caveats.
git clone --recurse-submodules https://github.com/RydeTec/rcce2.git
cd rcce2Forgot the submodules?
git submodule update --init --recursiveWindows:
compile.bat :: build engine + tools
compile.bat -b :: also rebuild the BlitzForge toolchain
publish.bat :: produce a redistributable releasemacOS (Apple Silicon):
./scripts/bootstrap_macos.sh # one-time toolchain setup
./compile.sh -b # build BlitzForge (blitzcc + runtime/linker)
./compile.sh # build engine + tools
./test.sh # compile the Blitz test suite
./publish.sh # produce a redistributable releaseUseful flags (both platforms): -b rebuild BlitzForge, -e skip engine, -t skip tools.
rcce2/
├── src/ # Engine source (BlitzBasic): Client, Server, GUE, Project Manager, Tests
├── data/ # Default game project (worlds, scripts, assets)
├── compiler/BlitzForge/ # Modernized Blitz3D compiler + runtime (submodule)
├── extras/vscode-blitz-forge/ # VS Code language extension (submodule)
├── extras/reshade/ # ReShade integration (submodule)
├── docs/ # Engine + scripting documentation
├── release/ # Build artifacts produced by publish scripts
├── scripts/ # Cross-platform build helpers
└── bin/ # Runtime binaries (compiled / vendored)
- Getting Started — your first project
- macOS Apple Silicon Notes — source-build steps, release notes, and alpha caveats
- Module Reference — engine APIs
- Format Reference — file formats and conventions
- RealmCrafter Wiki — legacy gameplay and editor docs
- BlitzForge — compiler internals and language reference
Docs are a work in progress. Improvements are one of the highest-leverage ways to contribute — see below.
- ✅ Cross-platform build scripts (
compile.sh,publish.sh,bootstrap_macos.sh) - ✅ ARM64 code generation in BlitzForge
- 🚧 macOS arm64 native runtime (Mach-O, no Wine/Rosetta) — alpha, not production-ready
- 🔄 Filling in the macOS runtime to reach feature parity with the Windows runtime
- 🔄 Continued modernization of the rendering and audio backends
- 🔄 Documentation overhaul
- 🔮 Linux runtime (community interest tracked in Discussions)
We welcome contributors at every level — players reporting bugs, scripters polishing the default project, artists improving sample assets, and engine developers landing C++ and Blitz changes.
| You are a... | You can... | Start here |
|---|---|---|
| Player / hobbyist | File bugs, request features, write tutorials | Issues · Ideas |
| Game designer | Improve the default project — quests, NPCs, balance, UI | data/ |
| Scripter | Improve gameplay scripts in BlitzBasic | data/Server Data/Scripts |
| Blitz developer | Improve engine source (Client / Server / Tools) | src/ |
| C++ developer | Improve the compiler and runtime | compiler/BlitzForge/src |
| Writer | Improve docs and onboarding | docs/ |
| Tester | Add tests in the src/Tests folder; they run on every commit |
test.bat |
- Fork or clone, then branch from
develop. - Make focused changes (small first PRs are encouraged).
- Run
test.bat— tests run automatically on commit; they must pass. - Open a PR targeting
develop. Releases are PRs fromdevelop→master.
To get push access, request to join the RCCE Contributors team.
- GitHub Discussions — github.com/RydeTec/rcce2/discussions
- Forum — realmcrafter.boards.net · Source board
- Discord — invite link is available from the RCCE Project Manager
- Wiki — realmcrafter.fandom.com
VS Code Blitz extension — install instructions
cd extras/vscode-blitz-forge
nvm use 22.10.0
npm install
npm run buildIn VS Code: Ctrl+Shift+P → Install from VSIX → select the generated blitzforge-*.vsix.
The extension exposes compile / debug / test / publish launch configurations.
Native IDEs
Both BlitzForge and the legacy BlitzRCPlus ship with native IDEs in their compiler/ folders. Additional Blitz IDE installers are bundled in extras/.
ReShade — modern post-processing
Run the ReShade setup in extras/ to (re)install. Press Shift+F12 in the running client to open the control panel. Copy bin/ReShade.ini.example to bin/ReShade.ini first; otherwise the default control panel hotkey is Home.
Audio conversion (OGG)
A bundled copy of Freemake (in extras/) bulk-converts audio files to OGG.
Custom executable icons
Use Resource Hacker to swap the BlitzForge default icon on your shipped game executable.
RCCE stands on the shoulders of:
- The original RealmCrafter team — for the vision.
- Blitz Research and the BlitzBasic / Blitz3D community — for the language that powers it.
- Everyone who kept the forum alive while the project was dormant.
- Every contributor who has filed a bug, opened a PR, or shipped a tutorial.
RealmCrafter: Community Edition is a community-maintained continuation of the original RealmCrafter project. Licensing for individual subsystems (engine source, vendored libraries, ReShade, FastExtension, sample content) follows the licenses shipped alongside each component — see the relevant files in extras/ and submodule directories. For questions about reuse, redistribution, or commercial use, please open a Discussion or contact the maintainers.
Build something massive.