Kaetram is an open-source game engine created to aid those interested in entering the game development realm, and intended to be used as a learning tool. The codebase is simple, clean, and intuitive. The original idea is based on Little Workshop's demo game—BrowserQuest (BQ), and uses original BQ assets as well as custom-made ones. The entire codebase has been rewritten from scratch using more modern approaches.
Live Version – https://kaetram.com
Join us on Discord – https://discord.gg/MmbGAaw
BQ was intended as an experiment to showcase HTML5 capabilities, since then, technology has only served to advance. Kaetram contains a lot of ideas and features that build on top of its predecessor, a couple being:
You need to use a Node.js version greater than or equal to
v12.20.0, following the Long Term Support (LTS) schedule, to have the most stable experience when developing/experimenting with Kaetram. Older versions would not work with our current package manager and dependencies.
MongoDB is not a requirement for Kaetram to run, but you can store and save user data if you install it and run an online environment with all the features enabled. To do this, see Configuration, and set
OFFLINE_MODE=false. If you do choose to install MongoDB, a user is not necessary, but you can enable authentication with the
You will then need to install Yarn using
npm install -g yarn
After installing Yarn, install the dependencies by simply running
To run live development builds, use
To create production builds, run
Then, to run each production build, use
--host to the end to make the game visible on your network.
Optionally, if you would want some additional configuration, There will see a file named
.env.defaults, and it's values will be used unless overridden by a new
file, or by setting environmental variables.
Copy and rename
.env, and modify the contents to fit your needs.
Keep in mind, you have to rebuild the client every time you change your configuration.
The region system sends data to the client according to the map data of the server. The collisions are checked both server-side and client-side to avoid cheating. The region system makes use of dynamic tiles, which are unlocked according to a player's progress. Furthermore, there is integrated support for instancing, where we can use a section of the map (or clone it), and reuse it for certain groups of players. The instancing is perfect for activities such as minigames, where we will want to run multiple instances in parallel.
Kaetram is built with modularity in mind, as such, the client supports multiple tileset parsing. The tilemap can easily be constructed using the Tiled Map Editor. Using our map parsing tool, you can easily export your creation to both the client and the server.
yarn exportmap ./data/map.json
To build the current game map, you can run
There is also support for a hub server. This can help connect servers across one another, allowing players to interact with their friends across them in a variety of ways (private messaging and guilds). Furthermore, the hub serves as a gateway for determining what server to place players in. If a server is full, it simply returns another server that has room for the player.
To enable using the hub server, see Configuration, and set these values to
Here we have The Roadmap Project Board. This is the main board of the Kaetram-Open project. A kind of Kanban tasks board for tracking and presenting the progress to the community. Here we plan, prioritize and track our work.
See also the open issues for a list of proposed features (and known issues).
Patreon – https://www.patreon.com/kaetram
Open Collective – https://opencollective.com/kaetram
For all inquiries about purchasing a different license or commission work, please contact @Vanity on Discord.