VAULT-TEC DEVELOPMENT TERMINAL CHANNEL: COMMONWEALTH ONLINE

Field briefing // development status

The Commonwealth Online roadmap

A capability-based readout of the multiplayer framework: what is operational, what is under active fire, what is queued for the next dispatch and what remains beyond the current horizon.

CORE LINKONLINE
ACTIVE DISPATCHCOMBAT / CAPACITY

Dispatch board

Where the work is moving

Current // Active

Combat & capacity

Current work is focused on making shared players behave correctly under combat pressure while increasing the number of players the architecture can carry.

Open phase brief

Next // Next

Player control & server administration

The next dispatch expands what players and server operators can control while they are connected to a session.

Open phase brief

Long range // Future

Social layer

Once the session and combat foundations are stable, the roadmap turns toward communication, identity and coordinated travel through the Commonwealth.

Open phase brief

Status codes

Roadmap status

This public readout tracks user-visible capabilities, not every internal component migration. Status describes the current project state: complete means the capability is working; active means it is being refined; next is queued work; future is intentionally unscheduled exploration.

  • CompleteOperational capability
  • ActiveCurrent engineering focus
  • NextQueued after active work
  • FutureLong-range direction

Readiness audit

Multiplayer gates before the next frontier

These are the engineering gates behind a credible multiplayer project. The public feature phases show what players will feel; this audit shows what has to be true underneath before those features can scale.

  1. Foundation

    Message semantics

    Reliable control traffic, snapshot baselines and deltas, per-peer publication and client interpolation give the session a usable replication spine.

  2. Queued

    Authority & relevancy

    The server already filters interest by cell and worldspace. Per-entity authority, priority, instancing and epoch handoff are the next trust and bandwidth boundary.

  3. Hardening

    Identity, resume & recovery

    Persistent client/server Iroh identities, EndpointId-keyed profiles, authenticated directory ownership and reconnect metadata are now working; broader identity policy and legacy activation retirement remain active work.

  4. Hardening

    Validation & abuse resistance

    Packet bounds, admission framing, EndpointId rate limits, Argon2id password checks, persistent bans, authenticated admin access and server-side trust boundaries protect the session; new gameplay systems must preserve those gates.

  5. Proof gate

    Multi-client acceptance

    A multiplayer feature is not ready from source tests alone. Capacity, loss and jitter, reconnects, persistence recovery, cross-version sessions and real two-client gameplay need repeatable release evidence.

Operations log

Milestones from the terminal archive

  1. Complete // PHASE 01

    Foundation & world link

    The core link between Fallout 4 clients and a dedicated server is operational. Players can enter the same Commonwealth and see the session move through the game world.

    Systems on the manifest

    • Dedicated server runtime External server process with multiple clients, JSON configuration, a graphical host, LAN/TCP hosting and Iroh internet hosting.
    • Remote player proxies Remote players are represented in-game with synchronized position, rotation, cell and worldspace transitions.
    • Movement state Idle, movement, sprinting, sneaking, jumping, weapon-drawn state and teleports are carried across the session.
    • Version coverage The framework supports Fallout 4 Anniversary Edition and the original release in the same project.
  2. Complete // PHASE 02

    Identity, loadout & session sync

    The systems that make another player feel like a player are in place, from appearance and apparel through the current shared time and weather path.

    Systems on the manifest

    • Character appearance Body morphs, tints, hair, head parts, facial sliders and versioned optional data are replicated.
    • Clothing & equipment Tracked apparel slots stay mirrored, including equipment changes made while a player is standing still.
    • Ranged weapon state Right-hand weapons resolve locally, equip on proxies and preserve drawn or holstered state.
    • Shared time & weather Time, days passed and exterior weather synchronize, with corrections after menus and loading.
  3. Complete // PHASE 03

    Terminal UI & hosting operations

    The project has the practical tools needed to discover a server, create a character and operate a development session without hiding the multiplayer layer behind a prototype screen.

    Systems on the manifest

    • Custom main menu PrismaUI-backed HTML menu with multiplayer access, embedded browsing, settings and input capture.
    • Server browser Public Browse, LAN discovery, favourites, recent servers, TCP/Iroh Direct Connect, password prompts and controller support.
    • Server-based characters Per-server saves, in-game character creation and profile binding when reconnecting.
    • Internet hosting & host tools Graphical hosting, private invite codes, optional public listing, passwords, connected-player status, kick/ban controls, CLI tools and deployment scripts.
  4. Active // PHASE 04

    Combat & capacity

    Current work is focused on making shared players behave correctly under combat pressure while increasing the number of players the architecture can carry.

    Systems on the manifest

    • Animation refinement Armed locomotion, draw and holster transitions, firing, melee, strafing and jump recovery.
    • Weapon & combat actions Firing, reloads, melee, grenades, aiming, hit reactions and death or revival events.
    • Expanded player capacity Proxy allocation and runtime performance work toward a long-term architecture target of approximately 16 players.
  5. Next // PHASE 05

    Player control & server administration

    The next dispatch expands what players and server operators can control while they are connected to a session.

    Systems on the manifest

    • Multiplayer settings Profile, voice, map and social, network and keybind options with persistent configuration.
    • Fallout 4 settings bridge Open the original Scaleform settings over the Commonwealth Online UI when the game needs its native controls.
    • Pause menu & map Zoom, pan, player markers and settings panels connected to live multiplayer data.
    • Expanded server administration Extend the shipped password, kick, ban, unban and session-status controls with richer permissions, remote administration and logs.
  6. Future // PHASE 06

    Social layer

    Once the session and combat foundations are stable, the roadmap turns toward communication, identity and coordinated travel through the Commonwealth.

    Systems on the manifest

    • Map & markers Local and remote players, friends, locations, quests and custom markers.
    • Profiles & gamertags Display names, icons, per-server characters, friends and optional account links.
    • Voice & text chat Proximity voice, party channels, server text chat, direct messages and muting.
    • Teams & social features Parties, shared markers, invitations and group voice or text channels.
  7. Future // PHASE 07

    A living Commonwealth

    The long-range work is shared world simulation: interactions, creatures, progression, settlements and the public infrastructure needed to support it.

    Systems on the manifest

    • Interaction sync Doors, containers, terminals, workbenches, pickups and dialogue with shared versus local rules.
    • Enemy & NPC sync Shared positions, combat state, health, death, loot and basic AI coordination.
    • Quest & world progression Selected quest stages, discovery, cleared locations, workshops and world-state changes.
    • Settlements, power armour & trade Cooperative construction, power armour state, inventory transfers, trading and shared persistence.
    • Mod compatibility Load-order checks, version negotiation and warnings when peers use content a client does not have.
    • Public server infrastructure Master listings, filters, latency and region information with moderation support.

Operator briefing

The short version

The server, player replication, appearance and shared world-state foundation is already working. The present push is combat fidelity and capacity. Settings, map, social systems, NPCs and persistent world simulation follow as their ownership and compatibility rules become safe to ship.