Discussion

Tempest CO Is Coming to the Browser

By muddyedg•2 hours ago

We’ve made an important decision about Tempest CO: we plan to launch with a browser-based client. Our goal is to let you open a supported browser, sign in, and enter the game without installing the traditional desktop client.

That is the direction we’re building toward—not a claim that the finished launch client is ready today. Over the past week, we’ve taken the browser client from an early proof of concept to a working online preview. Here’s what is working in that preview now.

What works today

  • Sign-in and a real game connection. The browser can sign in through the 5065 login service, complete the game-server connection, and keep the session alive.

  • Your live character and world. The client receives your character’s location, appearance, and equipped visuals from the server, then loads the appropriate world instead of showing a fixed offline demo.

  • Exploring the map. The map, scenery, and minimap render in the browser. Click-to-move uses the existing collision and pathfinding rules; walking, running, and jumping are sent through the online session and reconciled with server positions.

  • A living scene. Nearby NPCs and monsters appear with their game visuals and animations. The client also handles nearby-player appearance and movement updates; multi-player testing is still an area we’re continuing to verify.

  • Monster combat feedback. Server events drive monster movement and attack/death animations, while confirmed damage and knockouts can be shown in the browser. The game server — not the browser — remains in charge of combat results. Player-initiated combat is still being built out.

  • A useful skill panel and hotbar. Learned skills can be displayed and assigned to the browser hotbar, and the layout is remembered in that browser between visits. XP skills are handled separately from ordinary selected skills. Direct casting is enabled only for skills whose target and animation behavior is mapped; the full skill list is not yet castable.

  • Progressive loading and remembered assets. The playable area is prepared first while other map assets continue loading. The browser can reuse cached assets on a return visit. In recent checks, reaching play took about 13 seconds on a fresh visit and 4 seconds on a repeat visit; those are measurements from our preview, not promised load times.

  • In-game status. The compact HUD shows useful session information such as map coordinates and performance, and server system messages can appear in the client.

What we’re still building

This is an online preview, not yet the complete replacement for the desktop client. Full player combat and skill coverage, regular player chat, inventory and other game windows, and polished mobile controls remain unfinished.

We’ll keep sharing progress as the browser client grows. Our aim is to make the browser a first-class way to play Tempest CO, and this week’s working preview is an important first step.

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