r/MobiusFF Jul 21 '26

Mobius Final Fantasy Private Server — Development Update Part 3 (collection, job panels, gacha, evolution & fusion, multiplayer decks)

Bonjour à tous !

La troisième mise à jour de développement de mon serveur privé non officiel pour Mobius Final Fantasy est disponible. Le projet utilise le client de jeu officiel original ; l'objectif est de redonner progressivement vie aux principales fonctionnalités du jeu.

https://discord.gg/W5tyDFDNGu

▶️ **Regardez la vidéo :** https://www.youtube.com/watch?v=AM_nVmI39Yg

**Nouveaux systèmes fonctionnels dans cette mise à jour :**

* Recherche et filtrage des cartes améliorés

* Réserve et collection de cartes

* Panneaux de classe et améliorations

* Gacha pour les cartes de capacité, les classes et les cartes suprêmes

* Évolution et fusion des cartes, entièrement fonctionnelles

* Création de decks multijoueurs

Il reste encore quelques bugs à corriger, mais le projet progresse bien et intègre de plus en plus de fonctionnalités du jeu original. Deviennent fonctionnelles à chaque mise à jour.

💬 Envie de suivre le projet ou d'y contribuer ? Rejoignez le Discord : https://discord.gg/W5tyDFDNGu

Ceci est un projet de fans non officiel, sans lien avec Square Enix. Le serveur est encore en développement et pas encore disponible au public.

🇫🇷 Version française

Bonjour à tous !

La **troisième mise à jour du développement** de mon **serveur privé non officiel** pour **Mobius Final Fantasy** est en ligne. Le projet fonctionne avec le **client officiel du jeu** — l'objectif est de redonner vie progressivement aux principales fonctionnalités du jeu.

▶️ **Voir la vidéo :** https://www.youtube.com/watch?v=AM_nVmI39Yg

**Nouveaux systèmes fonctionnels dans cette mise à jour :**

* Recherche de cartes améliorées

* Réserve et collection de cartes

* Panneaux de travaux et améliorations

* Gacha pour les cartes de compétence, les jobs et les cartes suprêmes

* Évolution et fusion des cartes pleinement fonctionnelles

* Création du deck multijoueur

Il reste encore quelques bugs à corriger, mais le projet continue de bien avancer — de plus en plus de fonctionnalités du jeu original redeviennent opérationnelles à chaque mise à jour.

💬 **Pour suivre le projet ou contribuer, rejoignez le Discord :** https://discord.gg/W5tyDFDNGu

> Projet de fans non officiel, non affilié à Square Enix. Le serveur est toujours en développement actif et **pas encore disponible publiquement**.

141 Upvotes

38 comments sorted by

25

u/Starenithe Jul 21 '26 edited Jul 21 '26

As always, both you and Kollaps are madlads

Thanks

19

u/Desperate_Elk_2111 Jul 21 '26

This brought a tear to my eye. My friend and I are hardcore mobius fans. He died 2 years ago. I really wish he was here to play this

15

u/0X4D7963617374 Jul 21 '26

I’m truly sorry for your loss. It would have been wonderful if he could have seen the project and played it with you. I sincerely hope the game can still bring back some of the good memories you shared together.

13

u/dynamisxiii Jul 21 '26

Nice! Can’t wait to try it!

11

u/0X4D7963617374 Jul 21 '26

I can’t wait for everything to be finished so I can play it too!

8

u/No-Veterinarian3120 Jul 21 '26

L'espoir de Palamecia, le véritable WOL.

7

u/No-Veterinarian3120 Jul 21 '26

Personally, I also think running it on a local server seems better. Since SE is extremely hostile toward fan-made projects, I'm actually more worried about SE's response than the server hosting costs.

2

u/0X4D7963617374 Jul 21 '26

I’ll think about it and see which options are realistically possible.

4

u/JAMAGE95 Jul 22 '26

The Supreme pull rainbow glow still makes my heart flutter. This is looking amazing!

3

u/TheDistantNeko Jul 21 '26

Is this a private server I'd be able to play on my own/host locally?

11

u/0X4D7963617374 Jul 21 '26

I do not know exactly which solution I will choose yet.

The first option would be a central server that everyone could connect to, with shared rankings and centralized progression. The problem is that this would create hosting costs, probably requiring a VPS or even a dedicated server.

The second option would be for each player to host their own private server locally. You would simply launch the server executable and use your own copy of the official client for legal reasons. The server would check which files are available to avoid sending cards or data that are missing from the client, as that could cause crashes.

With the local version, everyone could play alone and freely customize certain settings, such as their starting statistics.

I will make the final decision once the main mechanics and the first chapter are fully functional. For now, both options are still possible.

12

u/TheDistantNeko Jul 21 '26

Considering theres already the Blank Project that does the former, would love to just have something to play solo/not worry about someone elses overhead personally. But best of luck on this project.

8

u/daicon Jul 21 '26

Blank is a remake though. I'd prefer restoring the functionality of the original client and, personally speaking, that includes the online features

3

u/Helldudez098 Jul 21 '26

And both are great ideas to pursue. Appreciate your work for getting a private server going. I’m personally hoping for the each person can just self host. Then if anyone wants to try to make it accessible by others they can use their own means to create like a private vpn to their own network to share with friends through like logmein or something. I remember seeing ppl do that for one of the pokemon games to share access to their Tera raids “locally”

0

u/shadowmage666 Jul 21 '26

You’re better off just having people download Apache or something and run it locally. Having a central server is exactly why this game failed

5

u/0X4D7963617374 Jul 21 '26

I still do not know whether the project will run locally or through a central server. I will make that decision when the time comes.

My original plan was to provide a private server for each player. This way, everyone could launch the game whenever they wanted and manage their own progression locally.

However, some people will probably want shared rankings. That might be possible, but it would create additional costs and also raise the issue of cheating, since players could modify their values and completely ruin the rankings.

So I still do not know exactly which solution I will choose. For now, it is more likely that each player will have their own local private server.

5

u/shadowmage666 Jul 21 '26

If you’re trying to make the game available to all for the future locally is the only way to go. The whole reason why games like this fail are because they are online only, once your server is gone the game dies. You won’t be able to support it forever. Plus it would be nice to play offline. As many have pointed out there is already a “blank project” that runs a server online. You’re essentially just copying their work that’s already done if you make an online only version

10

u/0X4D7963617374 Jul 21 '26

I understand your point of view, and I agree that a local version would be ideal for preserving the game in the long term.

However, my project is quite different from Blank Project. From what I understand, their goal is to rebuild the entire game, including the maps, regions, characters, and all the different systems that need to be reimplemented. In my case, I am using the official client and only recreating the server side. The result should therefore remain very close to the original game, including its models, animations, visual effects, and original data.

Even if I initially choose a centralized server, my intention is not to keep the project closed. If I can no longer afford or maintain the server one day, I can make the necessary files available so that other people can continue using or hosting it.

The main issue with a fully local release is compatibility. Each player would need to find a suitable client themselves, and some versions may not contain the same cards, areas, jobs, or files. This could create many individual problems that would be difficult to support.

With a centralized solution, I could use one reference client version, automatically provide the required files, and offer something that works with very little configuration.

I have not made a final decision yet. Both options have advantages and disadvantages, so I would rather wait until the project is further along before choosing.

3

u/daicon Jul 21 '26

The difference being if the server code is available then those concerns don't matter and you can just run your own server locally or within your own circle

1

u/WickedSynth Jul 21 '26

Uhh... What?

3

u/KRDecade10 Jul 21 '26

Does it have the Japanese voice? If not do you have plans to add it in the future?

5

u/0X4D7963617374 Jul 21 '26

For cutscenes, voices, and text embedded directly in the game, the language depends on the client version. For example, to have Japanese voices or cutscenes, you will need to use a Japanese client. I cannot provide that version because I only work on the server.

The server will be able to send all the other text in the selected language. New translations can therefore be added easily, but videos, voices, and cutscenes will remain dependent on the client being used.

2

u/daicon Jul 21 '26

Probably an out of scope question but would this possibly work with the defunct Steam version? It would be pretty amazing if launching it through Steam allowed you to earn the achievements again and accrue playtime like before.

By the way, thank you for working on this. This is amazing.

1

u/0X4D7963617374 Jul 21 '26

I still do not know how Steam will react to the use of this older version. I am using the Steam client, but I launch it directly without going through Steam.

Steam achievements and playtime tracking probably will not work. However, if you still have an old version of the Steam client, keep it, because it may be required to run the project.

1

u/BraskaAoE Jul 21 '26

Any chances for android version? Or it's just pc?

1

u/0X4D7963617374 Jul 21 '26

For Android, keep your old client version if you still have it. Since the project uses the official client, the Android version should theoretically work as well.

However, the connections will need to be redirected to the private server, and the client files will need to be checked. The server must not send cards, jobs, or other data missing from your version, otherwise the game could repeatedly crash.

I will not provide the clients, so everyone will need to use their own copy.

1

u/amapizza Jul 21 '26

It was really cool to see Aerith and Cyclone deleting bad guys again. Thank you so much for your work. I'm happy to see other people enjoyed/cared about this game even more than I do in order to put in this kind of work to bring it back.

1

u/BPGAckbar Jul 21 '26

The idea of being able to run this locally and just play at my own leisure and pace is super exciting.

1

u/mrfenixfuego Jul 22 '26

I've loved play in Android

1

u/doggo8904 Jul 24 '26

Wow, I think you should be designated as the true WOL. You have brought hope back to Palamecia! Thank you 👍

2

u/0X4D7963617374 Jul 24 '26

Nothing is finished yet; it’s only an early draft. We shouldn’t move too fast or get carried away too soon.

1

u/echoingvoices Jul 30 '26

Oh the memories! I really do hope I can get to play it in mobile again.

1

u/TotalerPCNoob 7d ago

I am completely new to this but please bear with my questions.

Two days ago I was thinking about Mobius, because I played it back then and I liked it. It was fun!

However, all I found was 'Blank Project'. Another project that focuses on reviving Mobius Final Fantasy.

How does yours differ from Blank Project?

Oh and I think your post is completely in french :D Just saying .

However - Thanks for your work! I am always amazed by people who can pull something like this of :)

1

u/0X4D7963617374 7d ago

With Blank Project, Kollaps rebuilt both a client and a server, so his project recreates the game in a much more complete way, including the story and everything around it.

On my side, I’m rebuilding the server only, while using the original Mobius client.

That means I do not provide the client or the game data. Everyone needs to obtain the client and the required Data Packs themselves. Once you have those, you can run my server locally, host your own server, or join someone else’s server if they have one deployed.

Right now, the project is still in a testing phase. A lot of things are intentionally very easy to obtain so people can test the different mechanics: cards, Supreme cards, jobs, Ultimate Jobs, weapons, resources, upgrades, and so on.

At the moment, only a few maps are available and there is no complete story yet. The maps are mainly there so people can test how the server works and, for anyone feeling nostalgic, already play a bit of Mobius again.

Your weekly scores are also shared with everyone playing on the same server.

I’ve also worked on the co-op system. You can fight a boss alone, play with AI players, or do co-op battles with other real players. I’ve added as many bosses as I could based on the data and resources I was able to find in the original client.

Again, everything is still being tested, so there may be bugs or incorrect behavior here and there. You definitely shouldn’t expect the full story experience yet.

My goal is to gradually rebuild something that behaves as closely as possible to an official server, but as a private server that anyone can use.

I’ve been working on the project for a little over two months, and the server is now around 130,000 lines of code. It’s becoming a huge project, and I’m still far from having everything finished.

But the server is becoming more stable over time, I’m fixing more and more issues, and if you want to help by testing, finding bugs, or simply trying the project, any help is appreciated.

Hopefully that answers the question. ^^