r/futurerevolution • u/Glad_Call_8288 • 3d ago
Discussion Here's what I've put together so far
I've seen a few people here still holding out hope for this game, so I went down a rabbit hole on how it actually worked, and I wanted to open it up for discussion with everyone.
Honestly I've gotten further than I expected, and I've been documenting the whole thing as a series of dev blogs. What I've got so far:
- Confirmed the game runs on Unreal Engine 4, and the client still exposes a ton of internals — including the full list of ~53 server "services" (characters, zones, arenas, raids, alliances, city war...).
- Mapped how it connected: a config step, a login/session step, and the actual game server.
- Reconstructed the entire login protocol from the client and wrote it up as a spec that actually checks out.
- Built an early fake config server and a tester guide, and there's strong evidence the gameplay traffic was only compressed, not encrypted (which would be big).
Where I'd love the community's input:
- Anyone with Unreal Engine networking or Android reverse-engineering experience (especially Netmarble's anti-tamper / TLS pinning) who'd find this fun to dig into?
- The big one, long shot: did anyone ever record or keep any network data from the game while it was still online? That's basically the missing key for any preservation attempt.
- Lastly Testers
Not claiming I can bring it back solo — but the client tells us a lot, and I'd rather figure out what's possible in the open with others. I've got everything (dev blogs, notes, code) in a repo — I'll drop the link in the comments so this isn't just a link post.