Features

What works in the wasteland today

Every system Fallout MP synchronises right now, and the ones still ahead of it. One shared Commonwealth, server-held inventories, doors and containers everyone agrees on.

01What it does

Two hundred years of silence, finally interrupted

Fallout MP keeps the Commonwealth intact and puts other people in it. Here is what that means in practice.

A vault dweller and Dogmeat on a ruined highway01 / Explore together

One shared Commonwealth

One session, one world. The hour of the day, the time scale and the weather are the server’s to set, and every client follows them. Players standing in different worldspaces or interiors never bleed into each other’s view.

A settlement built from salvaged timber and metal02 / Share the place

Doors, locks and containers everyone agrees on

Every door, lock and container is synchronised. Which doors stand open and which locks are locked is the server’s say, held for the whole session and handed to anyone who joins late, so a door you shut stays shut for everybody. A container’s menu belongs to one player at a time, and what they leave behind is what the next player finds.

The Boston skyline beyond the wasteland03 / Make it yours

Scriptable end to end

Game modes, rules and whole questlines are server-side resources in TypeScript or JavaScript, written against the same API the default gamemode uses. The base game is the engine; what runs on top is yours.

Your shot, your call

The shooter decides the hit, because its game is the only one that saw the target where it aimed. The server stamps who fired from the connection itself, so nobody shoots on another player’s behalf, and a script can refuse the hit before the victim ever takes it.

Inventory the server keeps

What you carry is the server’s record, not your client’s. Every change is checked against it: you cannot lose items you never had, and a refused change is answered with the truth and rolled back.

Loose items go to whoever reaches them

Every item on the ground can be picked up exactly once. The first player to ask for it gets it and every other client disables its copy, so two people can never walk away with the same stimpak.

NPCs the server owns

At startup the server takes over the placed actors of every worldspace and interior in the game’s own master files, rolls each leveled list once so every client builds the same NPC, and walks the ones no player is near along the navmesh. A dead one comes back where it was placed.

Faces and gear that read the same

Appearance, outfits and the weapon in your hands replicate, mods and ammo included. A server can capture the look of any actor in the game, hand it to a player, or open the look editor on demand.

Voice that carries as far as you let it

Positional voice chat with ranges the server controls, per player and per tier, down to muting and deafening individuals. Whisper across a room or shout across a settlement.

A clock the server winds

Set the hour, run the day fast or hold it still, force a radstorm or let the weather turn on its own. The world’s state is one replicated entity, so a late joiner arrives into the same afternoon as everyone else.

Interfaces built as web pages

Client resources open Chromium web views over the game, so a HUD, a menu, a scoreboard or a shopfront is just HTML, CSS and JavaScript, positioned and sized from script. Messages pass both ways between the page and the resource that owns it. A view is locked to its own origin and torn down with the resource that created it.

Run your own server

A dedicated binary configured by one server.json, with its own resources folder, an interest grid sized to the Commonwealth, and a listing in the masterlist only when you ask for one.

Not yet

Still ahead of us

These are the systems we have not built. They are on the list, and they are not in the mod today.

Settlements that persist

Shared workshop mode, with walls, generators, turrets and the wiring between them surviving the session.

Power armour as a real object

Frames, plating and fusion cores standing in the world rather than sitting in a menu, for somebody else to climb into.

An economy in caps

Vendor inventories, player-to-player trade and scarcity the server can actually enforce.

Perks and S.P.E.C.I.A.L.

Character progression replicated, so the build you put together behaves the same in everyone else’s game.

The vault door is open

Builds are released in the Discord. Join it to get the current one, follow development, and help work out what the wasteland should feel like with other people in it.

Join the Discord