Hi everyone, ZeusAFK again. A few weeks ago I posted the first public technical demo of my from-scratch
Knight Online server and
client. Today I am doing what I promised in that post: the
source code is public.
The project now has a name of its own, LibreKO, and everything lives on GitHub under the AGPL-3.0 license:
The server (.NET 10, C#) and the Godot 4 client, plus a Docker Compose stack that starts a
database, the login server and the game server with one command.
The asset pipeline. It decodes a
Knight Online installation (meshes, textures, terrain, effects, tables) into Godot-native files. You point it at your own game folder and it writes everything the client needs.
A VS Code extension for the quest scripting language, with highlighting and item, quest and NPC ids shown as names while you edit.
The libreko.org website.
Built client connecting to test server.
Website:
Discord:
Some things I want to be clear about, because they matter.
The repositories contain no game content. No models, textures, sounds, maps or tables from the original game are included, and none will be. The client bakes its content from your own installation with the asset pipeline. If you do not own the game files, the client will start but there will be nothing to see.
This is still far from a complete game. Many systems are missing, incomplete or broken, exactly as in the demo. What changed is that you can now read the code, run it yourself and fix things.
There is no security to speak of yet. The server trusts the client. Run it on your own machine or for friends, not on the open internet as if it were a finished product.
I am not launching a private server and I am not making money from this. I am doing it because rebuilding a game I loved is fun, and I am publishing it because I cannot finish something this big alone.
Running it yourself:
1. Clone the LibreKO repository and run "docker compose up" at the root. That builds both servers and starts them with a MariaDB. Without Docker, the README explains how to run them with the .NET 10 SDK against your own database.
2. Clone LibreKO-Assets and run the bake against your Knight Online folder, writing into the client's assets directory. A full bake takes a while and several gigabytes.
3. Open the client folder with Godot 4.7.2 .NET and press Play. Account creation is automatic on a fresh database.
Where help is needed:
- Quest content. Quests are written in a small text language of their own and a big part of the game's quests still need to be checked, fixed or written.
-Testing. Play it, break it, open issues with what you find.
- Protocol coverage. Plenty of packets are still unhandled or only partially handled.
- Art tooling and the client. Rendering, effects, UI, animations, all of it.
If you looked at the demo and thought "I could do that better", now you can. Pull requests are welcome, and the Discord is the place to ask questions before diving in.
Thank you to everyone who tried the demo and sent feedback. It is genuinely motivating to finally have this out in the open.
Video:
Screenshots: