Fan-run revival · active development

Bring the shared sky
back online.

WAReborn is reconstructing Worlds Adrift as a persistent community world—recovering its islands, skyships and server systems in public, one verified layer at a time.

Community server online Active player testing
Runtime1 local processlocal:primary
Island rollout47 Tier-1 domains254-island catalogue remains staged
Ship flightScalar authority liveships now weigh their real parts; vector force and torque are shadow-only
DistributionNot live yetremote workers are a future gate
Candidate · truthful mass and turn smoothing

Ships now weigh what their parts weigh, and turn shimmer has a named cause.

Every mass consumer — component values, flight, lift and telemetry — now reads one typed snapshot in which each mounted part carries its own mass and a label saying whether that number was recovered from retail, tuned by us, or is still an approximation. The measured hull dropped from a flat 4044 kg to 3960 kg without any value being invented to make ships faster. Separately, turn shimmer was traced to the wire itself: a ship control point carries linear velocity but no angular velocity, so the client could smooth position with real tangents while stepping rotation flatly between points. A client-side attitude spline now gives rotation the derivative the protocol never sent, and is entering focused real-eyes testing.

See the technical build notes
Engine
Live pass
visual spin, burn and cutoff
Deck
Live pass
overlap flicker removed
Flight
Client fix staged
low-speed real-eyes gate pending

Development roadmap

Recover. Prove.
Then distribute.

Each objective below is labelled from the current repository and operational handover. Bars are exact counts of the objectives shown in each card—not invented completion estimates.

Shipped In flight Exit gate Queued
00

Operational layer

Persistent shared world

Operational

The community can authenticate, enter the world, meet other players, build ships and return to durable state.

5 / 5 represented objectives shipped

  • Native dedicated services — Linux game and login servers run continuously under systemd.
  • Accounts and character rosters — PostgreSQL-backed signup, login and persistent characters.
  • N-player co-presence — movement, appearance and basic equipment replicate between players.
  • Persistent construction — deployables, craft stations, ships, mounted parts and loose parts restore.
  • Server-authoritative scalar flight — helm, sails, mass, wind and durable hull state are live.
01

World layer

Island recovery

Expanding

Recovered geography and island systems are live in a bounded Tier-1 production rollout; the complete 254-island terrain rollout is not deployed.

4 / 5 represented objectives shipped

  • Real release topology — preserved WAMap identity and coordinates feed 47 live Tier-1 island domains.
  • Deterministic resources — biome-specific deposits, harvesting and per-player interest are authoritative.
  • Interest lifecycle — resources pace in, drain, unload and re-check out by viewer and region.
  • Understorm cycle — island lightning telegraphs and per-island resource refresh are deployed.
  • Complete terrain rollout — 254-island catalogue and distant shells exist, but are not deployed or visually accepted.
02

Authenticity layer

Retail flight reconstruction

In acceptance

The scalar model remains authoritative, and it now runs on truthful per-part mass. Vector force/torque is a live pure-shadow observer; lift, collision and docking policies are compiled but default-off and cannot move a production ship.

5 / 8 represented objectives shipped

  • Recovered world bounds — release-world push and clamp bands are live.
  • Residual drag and sail calibration — recovered settling behavior and measured sail balance are deployed.
  • Fixed clock and snapshots — Pack C restart and stall foundations passed their live run.
  • Engine and generator-fuel path — visual spin, authoritative burn, empty cutoff and partial-fuel restart passed live checks.
  • Truthful ship mass — one typed, provenance-labelled snapshot feeds component values, flight, lift and telemetry; parts carry their own recovered masses and lost values stay visibly labelled rather than tuned.
  • Continuous ship presentation — duplicate hull authority, moving-helm rewind, stale root heartbeat and sleeping mounted followers are removed, mounted roots hold to about 1 mm, and output is phase-locked at exactly 12 physics steps per 240 ms point. Turn shimmer is no longer unexplained: a control point carries no angular velocity, so replayed rotation had no derivative to interpolate. A client attitude spline supplies one and is in real-eyes acceptance.
  • Vector force/torque observer — pure-shadow comparisons are live and have no authority over motion.
  • Authority exit gate — vector motion, lift/gravity, collision response, docking and damaging walls remain default-off work.
03

Simulation layer

Elastic domains

Local foundation

The boundaries needed for distribution are being made correct inside one process first. A domain is an ownership unit today—not a separate server.

3 / 6 represented objectives shipped

  • Stable region topology — islands map deterministically to canonical regions.
  • World directory — every registered entity is classified once as island, ship or explicit global scope.
  • Region-backed routing — resource interest consumes canonical ownership without changing its proven policy.
  • Local simulation domains — island and whole-ship ownership is deployed; full two-client acceptance remains incomplete.
  • Ship snapshot proof — pure capture/restore exists; destructive live proof and completeness audit remain.
  • Gateway seam — general command routing and forced handoff are not complete.
04

Infrastructure layer

Remote workers

Not live

This is the eventual multi-VPS system: the gateway keeps the legacy client connection while movable island or whole-ship domains run on other workers.

0 / 5 represented objectives shipped

  • Versioned worker messaging — domain commands and snapshots across a process boundary.
  • Experimental second worker — begin with an empty test island.
  • Single authority handoff — rotate generations and reject stale writes during movement.
  • Failure recovery — restore a committed snapshot without disconnecting the client.
  • Exit gate — no dual authority, no lost parts and no client-visible migration break.
05

Operations layer

Public access and observability

Operational

Players can join and stay current; operators can inspect the real world without exposing identity-bearing controls to the public map.

5 / 5 represented objectives shipped

  • Self-updating patcher — manifest, verified payloads and one player download path.
  • Public live map — anonymized geography and live world projection.
  • Account and crew portal — signup, login, password, alliance and emblem surfaces.
  • Authenticated World Inspector — linked world, simulation and infrastructure truth.
  • Public build log — regenerated from the repository's shipped history.

Elastic server, in plain language

One shared world.
Room to grow.

You always join the same world. Behind the scenes, WAReborn is being shaped so a busy island or a whole ship can eventually move to another server without splitting up the people and parts that belong together.

Players One familiar address Your connection stays put.
World gateway Keeps everyone connected It knows where each part of the world lives.
Island domainLand, resources and visitors
Ship domainHull, parts and crew
TodayOne machine runs the world

The domain system already keeps islands and whole ships organized inside local:primary.

NextGive busy places more room

An island or ship could move as one intact unit to a worker on another VPS.

AlwaysOne owner, no split worlds

Only one server may control a domain at a time, and players should stay connected during a handoff.

Design target, not a live claim. The world currently runs in one process. Remote workers, live handoffs and failover are the next infrastructure milestones.

Join the recovery

Take a place
on the next flight.

Create a community account, sign in to the crew portal and use the patcher to keep a compatible Worlds Adrift installation aligned with the live server.

An account does not provide the original game files. WAReborn is an unofficial, fan-run project and is not affiliated with or endorsed by Bossa Studios.