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Why Atavism Online ?

The most advanced MMORPG platform ever

Scalability

Multi tenant software architecture, including dedicated proxy server and separated plugins along with relational database allows you to scale your environment to your needs

Modular design

Atavism from the start was designed to use it in modular way. It means that You can choose what You want to use

Creativity in your hands

Server source code for plugins called AGIS is opened for you. It allows you to be as much creative as you want by designing your own modules and plugins and it's limited only to your imagination and inventions

Royalty Free

No royalty, buy software once and use it endlessly

How to start

Just Few steps to start your journey with Atavism

Atavism Online Main Features

speed up your development

01

SERVER AUTHORITATIVE

01

Chat with Channels

01

Combat

01

Grouping

01

Arenas

01

Pets

01

USER ACCOUNT MANAGEMENT

01

Customizable Quests

01

NPCs and MOBS

01

Crafting

01

Mounts

01

Guild System

01

INSTANCE SUPPORT

01

Trading

01

Factions

01

Day & Night synchronization

01

Mailing System

01

Dynamic Quadtree

ATAVISM ONLINE LICENSES

Choose the license which suits You best

Atavism 2018 On-Premises Standard

$499

  • Allows 20 Concurrent Users
  • Comes with Atavism 2018 server software you can host wherever you want
  • Comes with Atavism Editor 2018 for Unity
  • Full Atavism Demo Unity files same as in Atavism Live Server Demo Setup
  • Access to Atavism Plugin server code (AGIS)
  • 180 days of free updates

Atavism 2018 On-Premises Advanced

$999

  • Allows 500 Concurrent Users
  • Comes with Atavism 2018 server software you can host wherever you want
  • Comes with Atavism Editor 2018 for Unity
  • Full Atavism Demo Unity files same as in Atavism Live Server Demo Setup
  • Access to Atavism Plugin server code (AGIS)
  • 180 days support included

Atavism 2018 On-Premises Professional

$4999

  • Allows 3000 Concurrent Users
  • Comes with Atavism 2018 server software you can host wherever you want
  • Comes with Atavism Editor 2018 for Unity
  • Full Atavism Demo Unity files same as in Atavism Live Server Demo Setup
  • Access to Atavism Plugin server code (AGIS)
  • 180 days of free updates

Atavism 2018 On-Premises Ultra

$9999

  • Allows Unlimited Concurrent Users
  • Comes with Atavism 2018 server software you can host wherever you want
  • Comes with Atavism Editor 2018 for Unity
  • Full Atavism Demo Unity files same as in Atavism Live Server Demo Setup
  • Access to Atavism Plugin server code (AGIS)
  • 180 days of free updates

ATAVISM ONLINE PLUGINS OVERVIEW

Customizable and extendable

Data Base Plugin

Data Base Plugin

Setup your database information and be able to link directly to it through the editor which allows you to do changes instantly to things pertaining to your MMO game.

Mobs Plugin

Mobs Plugin

Create any mob template from a click of a button with stats and loot you want them to drop, then spawn these mobs in-game where ever you want in real time. You can even spawn a dragon right in front of other players while they are standing next to you in game.

Quests Plugin

Quests Plugin

Create different types of Quests for your players which you then add to any NPC you want to give the quest out. Create a chain of quests that can guide your players through your storyline.

Skills Plugin

Skills Plugin

A full skill system which allows you to open up skills when players level up with XP or level up their skill by using it like the old UO style game play. The choice is yours.

Coord Effects Plugin

Coord Effects Plugin

Setup different animations, particles and more to run on events such as play an attack animation and a particle when you use a strike ability.

Crafting Plugin

Crafting Plugin

Design Your crafting recipes up to 16 ingredients. You can also setup crafting skill required for specific recipe along with crafting table. There is also an option to define different chance for different result like 100% chances for common sword, 50% chances for magic sword, 5% chances for rare sword, and 0,1% chances for a legendary sword.

Game Settings Plugin

Game Settings Plugin

Allows you to setup Atavism server to your needs (there are over 70 parameters which you can modify like size of group, auto pickup resources and more).

Build Objects Plugin

Build Objects Plugin

Define your building area, claim a rights to some land, build houses, farms, portals, trading posts, shrines. Define stages and requirement elements for each stage and prepare endless hours of fun for your players.

Instance Objects

Instance Objects

Setup Interactive Objects like portals, Spawn Points..., Regions for Water, Damage..., Graveyards for respawns.

Instance Plugin

Instance Plugin

Create and setup new instances in your game which can be anything from Dungeons you want players to explore or even a different world in one MMO. You can also define private player instnaces, so they would be accessible only for owner with same rule applicape for guilds to fight for glory of your guild.

Loot Tables plugin

Loot Tables plugin

Setup different loot tables and drop chances of items for your mob templates.

 Dialogue Plugin

Dialogue Plugin

Create different dialogues for your NPC's. You can also use this system to allow multiple outcomes in the storyline depending on what a player chooses while speaking to a NPC or even allow access to certain quests only if a player asks a NPC certain questions.

 Abilities Plugin

Abilities Plugin

Create different abilities for your players that can get when they have a certain skill. They can use these abilities in a wide range of ways from combat to crafting to professions.

Stats Plugin

Stats Plugin

Design any type of stat you want for your game with this plugin.

Arena Plugin

Arena Plugin

Setup dedicated PvP instance for solo / group where victorious can be only one.

Merchant Tables Plugin

Merchant Tables Plugin

Define your NPC merchants their stock and refresh time.

Damage Plugin

Damage Plugin

Define different types of damage and their resistances.

Resource Nodes Plugin

Resource Nodes Plugin

Define gatherable resources like pile of rocks, plants, trees, fishing ponds and define rewards for gathering them.

Integrations

Integrations

Allows you to easily implement 3rd party packages like World Streamer, i2Localization, Master Audio AAA, World API, Enviro Sky & Weather.

Accounts Plugin

Accounts Plugin

Control all player accounts from this plugin and set different access levels such as setting certain players as GM's in your game.

Factions Plugin

Factions Plugin

Use this plugin to easily setup your different factions in your game as well as what their standings are to one another.

Items Plugin

Items Plugin

Create all the items for your game with this, add different stats to items and functionality. Because of versatile design, you can attach over 30 different effects to the item which can be different category like weapons, armors, consumables, materials, ammo and more...

Effects Plugin

Effects Plugin

Build your own effects for your game to make it unique like a melee-strike effect that deals physical damage or a magic effect that heals your player.

Player Character Plugin

Player Character Plugin

Setup what races, stats and classes you want your players to start with as well as where you want them to spawn and how you want starter characters to look like.

Option Choices Plugin

Option Choices Plugin

Manage your dictionaries like types of weapons, armors, items, classess (currently there are 22 dictionaries in place).

Currencies Plugin

Currencies Plugin

Small but powerful plugin which allows you to define whole kind of currencies for your players where they can be also automatically converted by changing for example 100 copper into 1 silver as a most common solution, but all is adjustable. It also gives you an ability to define one premium currency which is account wide.

Weather Plugin

Weather Plugin

Powerfull element which gives your players immerse of real world with full day & night cycle including fully featured weather conditions like rain and snow. Define your profiles in which month should be more snow, more rain or sunny weather and attach it to each isntance and adjustable random algorithm give you flexibility which you need.

Unity Client

Develop with ease

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Unity is a popular game engine “with 400 thousand monthly active developers and nearly 2 million registered developers” offering vast resources and libraries. Unity would make for a perfect MMOG front end, except there has been no true MMOG or MMORPG platform until now. Atavism follows in the successful steps of Unity, and all the while to remain in the background letting Unity get the credit. As much as possible, all MMO development is to be done with Unity; allowing developers to focus with Unity and not worry about learning or dealing with servers and networking programming.
What can be done with Unity should be possible to support with Atavism. The difficulty in the matter is identifying the values that need to be managed and saved with Atavism. Once those are identified, plugging them into Atavism is a much easier process. In some cases the packages may have already been supported as an Add-On by NeoJac or by a Unity Developer; helping to save time and effort.

Atavism Online Overview

Best for MMORPG

Conceptually, there are two levels of architecture: the master server which can control accounts and world server details for multiple worlds, and individual game worlds.

NETWORK ARCHITECTURE

The objects are: Client: A game created in Unity 3d that includes the Atavism System files. Master Server: centralized server that functions as a sort of dual DNS and LDAP server. Maintains all end-user account information and references to all worlds. The client uses it to find a desired world and connect to it. Master Database: database containing all users' login ID information, including billing and age data. Accessible only by the master server. World Server: a server that runs the world for a game. Has multiple plugins that allows features such as mobs, combat, inventory and more. World Database: stores the state of persistent objects in a world such as player characters. Content Database: stores content data for a game such as the mob templates, item templates, quests etc.

LOGIN PROCESS

A user logs in to the Master Server and connects to a world server as follows: A user with the client logs in to the master server using his user name and password. The master server consults the Master database that contains billing and age data for all users. After authentication, the master server returns a unique session ID token to the client. The session ID may have a certain authorization level, based on the user's age or other criteria. The user (client) then requests a particular world from the master server. If the client is authorized to connect to the requested world (based on the authorization level of the session ID), the master server returns a token that enables the client to connect to the desired world server.

WORLD ARCHITECTURE

Once a user is logged in to the Master Server, he can enter any world for which he is authorized. Each gameworld runs on a suite of world servers.

The world-specific servers consist of: Proxy Plug-in: handles communication between the client and all other services. Also handles login and character creation for a world. World Manager Plug-in: controls a world's geography and what PCs and mobs are able to see. Login Plug-in: character selection and creation Message Domain Server: facilitates messaging among server processes. Object Manager Plug-in: saves and retrieves permanent object data to and from the world database server. Communicates with the database using JDBC. World Database: contains all of the world's persistent information. By default, this is a MySQL database, but can be any JDBC-compliant database. Other server plug-ins: handle gameplay and other world features. Each plug-in server can run independently on one or more physical servers and can include: Mob server: controls mobs and NPCs. Combat server: controls combat functions Inventory / trading server plug-in: controls objects and secure trading. Other custom plug-ins You, the independent game developer, control and operate all the above servers. They can run on separate hardware platforms, if desired, for improved performance.

With the login token returned by the master server in step 4, the client logs in to the world's login server. Login server returns to the client a reference to the world proxy server. Henceforth, client interacts with the world via the proxy server. Client loads world-specific meshes, materials, user interfaces, etc. from the assets. The plug-in servers communicate using the Atavism Messaging System, a sophisticated publish/subscribe messaging system that enables loosely-coupled, reliable, communication among disparate services, regardless of their physical location. The Atavism Messaging System enables seamless handoff across physical servers, minimizing lag, zoning problems, and other network issues. Clients communicate with Atavism Proxy Servers using TCP or Reliable Data Protocol (RFC-908 and RFC-1151), an efficient yet highly-reliable network protocol. Game world geography

INSTANCENS

The world geography is broken up into one or more instances. An instance has a single contiguous geography (called a zone) defined by a single scene. There is no visibility between instances. Moving between instances requires a loading screen.

REGIONS

Zones are dynamically partitioned by a quad-tree. The topmost level of the quad-tree represents the entire zone, which is then divided into 4 equal sized regions by the quad-tree. The four new regions cumulatively cover the entire space of its parent node. As leaf-nodes (nodes that have no children) become populated by objects and users, the server will further subdivide regions using the same algorithm. All objects are placed into the quad-tree to make it easier to find out what is near an object. This allows the server to consider only a subset of all objects it knows about when performing distance checks. For example, when a user moves around and comes close to an object, the server tells the client about the new object. Using the quad-tree nodes, the server compares the client's distance only with objects within the user's current quad-tree node and perhaps adjacent ones. Although the quad-tree optimizes server performance, it doesn't solve the overall scaling issue. At some point the server can have more objects and users than it can handle. The server needs to off-load processing of a portion of its users to another server. To do this, the server chooses a node in its quad-tree and moves that whole branch off to another server. All objects and users are serialized and sent over to the new server. When a client moves into the transfered region, the server will hand-off the client to the new server. The parent server still runs all adjacent regions. The parent server will remain in communication with the sub-server and if the subregion become unpopulated, can trigger a re-integration. When a client is near an edge which is run by two different servers, it will get information about both regions from the parent server.

MULTIPLE INSTANCES/ZONES

When do you need a new instance (as opposed to a quad-tree region)? When you cannot fit your content into an existing instance, you need to create a new instance. This may happen in the following scenarios: your world is extremely big or the new area does not occupy the same space, as is with instanced dungeons, or if you enter a house that is bigger than its physical structure. Instances are also used to partition large player populations or create private spaces. When a PC moves from one area to another, it is called instancing or zoning. The client will switch to a loading screen while it's loading the new zone. Game developers have to keep this in mind when designing gameplay. The client does not see or know about zones other than the one it is occupying.

WORLD NODES

World Nodes are the physical manifestation of a concept, for example a boat that can contain things that are located and move relative to the boat.

Atavism Online Server Architecture

Best Solid scalable solution

atavism2.png

Atavism Online is a cluster of server processes designed to operate within a platform or cloud environment.     
      
Atavism provides a true full fledged massive virtual world for Unity. And that is meant by providing a huge world with load balancing able to support thousands of users. Not as how others are done by clustering multiplayer environments together with a common lobby. Additionally, Atavism is designed to minimize the amount of coding required in developing a MMOG or a MMORPG with Unity. Working with Atavism is by using a GUI within Unity, thus Unity is the tool used for world creation. Atavism can also be customized by modifying the plug-in scripts, which would require some programming experience. For those wanting to add in additional or unique features, Atavism can be modified at the source code, but is recommended that the developer have Intermediate to Advanced experience with programming.

Atavism can support one or multiple world servers which act as zones in traditional MMORPG engines. Each world server can cover approximately the size of the United States at a 1:1 scale with a precision of 1 millimeter. However, if there needs to be more segregation, additional world servers can be utilized together. Instance Servers (server processes created ‘instantly’) are supported which provides the means of able to control specific locations to a specific number of users.
For example, having a dungeon in which only 10 players may enter as one group. If there are more player groups, then additional dungeons are created to support those groups. All the while, no group will ever encounter one another.

In terms of use:

For Players/Users:
Players will first access the game world via Unity (Client or Browser) and log into the game world. Atavism will authenticate the Player as a New Player or a Returning Player. If a Returning Player, then an additional check is made to determine level of access (such as elevated subscriptions or banned). Once accepted the Player is then allowed into the Game World.
The Proxy Server handles the transactions between the User and the Game Servers. The Master Control Server ensures that all server processes are communicating with one another, while the World Server(s) conducts the affairs of the world environment. The Database Server and the Plug-In/Add-On Server supports the game world with either managing dynamic information (from the database) or static information (from files).

For Developers:
The Game World is developed by using Unity (Free* and Pro Versions) as the game world creation tool. Essentially a Developer acts as a Player, but has the administrative capabilities of using tools. Additionally, changes to the game world can be made during run-time, without the need for a server reboot.

Atavism supports all of the features that are expected with MMORPG’s; Account Management, Character Creation, Chat with Channels, Inventory, Faction, Guilds, Combat, NPC and MOB’s, etc. This along with the workload reduction of server/networking coding and an affordable pricing will provide Independent Developers the ability in designing their online virtual worlds.

Partners

Some of our cooperators

Procedural Worlds
Procedural Worlds
Procedural Worlds
Procedural Worlds
Procedural Worlds
Procedural Worlds
Procedural Worlds