🔥Introducing Warwyn - The Revival Begins.

Oct 7, 2013
418
24
0
favicon.png


🛡️ A 2006-era RuneScape Private Server
⚔️ Powered by passion. Refined by experience.
🎯 No bloat. No shortcuts. Just you and the grind.

Pre-registration is now open.
Beta testing begins soon.


💡 What is Warwyn?

Warwyn is an upcoming 2006-era RSPS, faithfully locked to Revision 377.

This isn't just another remake.
This is a fresh start with:

✅ True-to-era accuracy
✅ Custom content only where it makes sense
✅ Daily tasks, skill contracts, and long-term progression
✅ A refined, stable, and modern codebase

Think: 2006 gameplay with 2025 performance.


👥 Why Now?

Because RSPS is missing something lately:

❌ Overloaded shops
❌ Inflated economies
❌ Custom items for the sake of "content"

We're brining back the old-school grit, but polished.

We've rebuilt Warwyn from the ground up with sustainability, longevity, and community in mind.


🧠 What's Different?

🧭 Classic world map, no teleporter spam
🎯 Skilling-focused progression, not just end-game PvM
🗃️ Pre-registration to claim your name
🛠️ Staged beta for real player feedback
🧵 Community polls for future decisions

We want players involved from day one, not just after launch hype.


🚪 What's Next?

📝 Pre-registration is now open. Lock in your name
💬 Join the Discord. Discussion is already picking up
🔬 Beta testing begins within a week. Help shape the future
📅 Full launch date will be announced after beta concludes


🎮 How to Get Involved:
🔗 Warwyn.com - Pre-register

💭 This is your chance to be part of something from the start.
Not just a player, but a founder.
A name. A legend.

🔥 Drop your favorite 2006 memory below.
🧙‍♂️ Let's make Warwyn your next home.



Spoiler for 🖼️ Media (More to come):

thread_img_quest.png

thread_img_ironman.png

thread_img_blastfurnace.gif

thread_img_website_01.png

thread_img_website_02.png

 
Last edited by a moderator:
When will people learn that ChatGPT and AI-generated logos are the biggest turn off? Seriously... If you plan to make a buck or gain at least a few players, put some effort where it matters the most.
 
  • Like
Reactions: _Triage
When will people learn that ChatGPT and AI-generated logos are the biggest turn off? Seriously... If you plan to make a buck or gain at least a few players, put some effort where it matters the most.
I understand the sentiment, but I think it's a bit shortsighted to judge an entire project by its logo alone.

A logo doesn't define whether a server is good or bad, the content does. We've put a significant amount of time and effort into crafting a fun and engaging experience, and that's what I believe truly matters. I'm not here to "make a buck" off the server, that's honestly the last thing on my mind. And as for gaining players, we've already started building a solid community, even during beta.

The logo we're using right now is something I carefully refined through many iterations, and I'm proud of it. Could I have done what most 2006 server do and just rip the original RuneScape logo with a font swap? Sure. But I didn't, because I'd rather create something original, even if it's AI-assisted, than rehash what's already out there.

Once we're further along and ready for a full release, I do plan to work with designers for final branding. Right now though, I'd rather focus on what really matters, making the server worth playing.

Appreciate the feedback either way, and hey, when we launch, I hope you give it a shot. You might be surprised how much a logo stops mattering when the game itself is actually good.
 
I understand the sentiment, but I think it's a bit shortsighted to judge an entire project by its logo alone.

A logo doesn't define whether a server is good or bad, the content does. We've put a significant amount of time and effort into crafting a fun and engaging experience, and that's what I believe truly matters. I'm not here to "make a buck" off the server, that's honestly the last thing on my mind. And as for gaining players, we've already started building a solid community, even during beta.

The logo we're using right now is something I carefully refined through many iterations, and I'm proud of it. Could I have done what most 2006 server do and just rip the original RuneScape logo with a font swap? Sure. But I didn't, because I'd rather create something original, even if it's AI-assisted, than rehash what's already out there.

Once we're further along and ready for a full release, I do plan to work with designers for final branding. Right now though, I'd rather focus on what really matters, making the server worth playing.

Appreciate the feedback either way, and hey, when we launch, I hope you give it a shot. You might be surprised how much a logo stops mattering when the game itself is actually good.
If you skimp on the easiest things, who knows what else you will skimp on
 
  • Like
Reactions: Monk and Celine
I understand the sentiment, but I think it's a bit shortsighted to judge an entire project by its logo alone.

A logo doesn't define whether a server is good or bad, the content does. We've put a significant amount of time and effort into crafting a fun and engaging experience, and that's what I believe truly matters. I'm not here to "make a buck" off the server, that's honestly the last thing on my mind. And as for gaining players, we've already started building a solid community, even during beta.

The logo we're using right now is something I carefully refined through many iterations, and I'm proud of it. Could I have done what most 2006 server do and just rip the original RuneScape logo with a font swap? Sure. But I didn't, because I'd rather create something original, even if it's AI-assisted, than rehash what's already out there.

Once we're further along and ready for a full release, I do plan to work with designers for final branding. Right now though, I'd rather focus on what really matters, making the server worth playing.

Appreciate the feedback either way, and hey, when we launch, I hope you give it a shot. You might be surprised how much a logo stops mattering when the game itself is actually good.
As Pkerr19 mentioned above, it does. You are marketing a server, which means you ought to attract as many players as possible. Instead, you are repelling potential players. Just because you have put in slightly more effort than other servers do, does not mean that you will automatically be far more attractive. Worth mentioning that marketing a server is what will make or break it. You can create a RSPS with an AAA+ team and spend millions of dollars on development, but if you do not know how to market the server then it is all to waste.

That is the take away from reading this thread—AI generated—a waste of time.
 
  • Like
Reactions: _Triage
If you skimp on the easiest things, who knows what else you will skimp on
As Pkerr19 mentioned above, it does. You are marketing a server, which means you ought to attract as many players as possible. Instead, you are repelling potential players. Just because you have put in slightly more effort than other servers do, does not mean that you will automatically be far more attractive. Worth mentioning that marketing a server is what will make or break it. You can create a RSPS with an AAA+ team and spend millions of dollars on development, but if you do not know how to market the server then it is all to waste.

That is the take away from reading this thread—AI generated—a waste of time.
Marketing definitely plays a role in a server's success, and first impressions do matter. But I also believe substance matters more than polish during beta.

We're still in testing, not full launch. The current logo is temporary, it's there to give the project a face while we focus on refining gameplay, stability, and features. I'd rather invest my time into making sure the game plays well before worrying about branding polish. It's easy to drop money on marketing and design, but that doesn't build lasting community or trust, quality content does.

Regarding the "skimping" comment, fair point to raise, but I'd argue the opposite. We've been meticulous about gameplay systems, performance, and overall experience. That's the harder part, and where the real effort has gone. The logo? That's cosmetic, and yes, it'll be updated when it makes sense to do so.

I respect that you all have passion for presentation, and I get why it matters. But we're not trying to cut corners. We're just prioritizing what actually makes a server worth logging into. The branding and marketing polish will come when we move closer towards moving from the project thread to an actual advertisement thread.

Hope some of you stick around long enough to see it for yourselves.
 
Best of luck with this. 2006 is a super nice era of osrs. Is this based on orion/the runesource 2006scape?

Also, no external links in project threads.
 
Best of luck with this. 2006 is a super nice era of osrs. Is this based on orion/the runesource 2006scape?

Also, no external links in project threads.
Appreciate it! And yep, we're building off the Orion source (not the leaked one), and we've been working on it for quite a while now. A lot of the old code has been rewritten from the ground up, and we're still fixing things up to make them as efficient and scalable as we can.
 
Bump & Dev Log

Warwyn Development Log - Week of June 13-19, 2025

This past week has been packed with foundational improvements to both the client and server side of Warwyn. From performance tuning to skill reworks, here's a look at what we've accomplished:

Client Improvements

High-DPI Pixelation Fix: We resolved a long-standing issue causing visual pixelation on higher-DPI monitors. The game now renders more crisply on modern displays.
- Proper resolution scaling and UI adjustments are still planned for the future, but this fix is a solid first step towards improving visual fidelity.


Performance & Data Optimization

Efficient Player Saving: Player data is now saved only when changes are detected, significantly reducing unnecessary disk I/O and CPU usage.
Raw Protobuf Caching: Introduced in-memory caching of deserialized player data to reduce serialization overhead and speed up save/load operations.
Scheduled Cleanup System: An automated cache sweeper purges idle player data on a rolling basis to keep server memory usage lean and healthy.


Random & Skilling Event Handling

Random Event Cleanup: Fixed random event NPCs lingering in the world. They now properly despawn when a player logs out or moves too far away.
Skill-Based Spawns: Skilling activities that generate NPCs (e.g. distractions or assisting characters) now follow consistent ownership and despawn rules to prevent leaks or clutter.


Herblore Rework

Potion System Overhaul: We've restructured the Herblore system using a new staged approach for potion creation, allowing better control, quest gating, and experience handling.
Clean, Expandable Logic: The updated system is modular and easier to maintain or expand with future potions or mechanics.


What's Next?

Here's a sneak peek at what's coming up next in our ongoing skill rework series:

Fletching & Firemaking: These will complete our forest skill group, bringing synergy to woodcutting-related content.
Mining & Smithing: A full rework is coming soon, including a proper implementation of the Blast Furnace mini-game, optimized for performance and accuracy.



Big thanks to Twizzy, Nijntje and Luke for the awesome bug reporting and feedback, helping shape the future of Warwyn. We're getting closer every week to a polished and unforgettable experience!
 
Best of luck for a server by a good dev/owner.

Not fond of being able to spawn etc during beta, as it allows you to bypass much of the content and skip to just end-game bossing, so I won't be playing the beta.

However I will be playing when this is released and so will some people I'll be inviting.

If I happen to find some spare time sometime soon, I may make you a logo for free. We'll see, as I'm pretty busy irl lately.

Best of luck with the project.

Glad to see the contract content still existing. :p
 
Best of luck for a server by a good dev/owner.

Not fond of being able to spawn etc during beta, as it allows you to bypass much of the content and skip to just end-game bossing, so I won't be playing the beta.

However I will be playing when this is released and so will some people I'll be inviting.

If I happen to find some spare time sometime soon, I may make you a logo for free. We'll see, as I'm pretty busy irl lately.

Best of luck with the project.

Glad to see the contract content still existing. :p
Thanks sia, really appreciate the support and kind words. I understand your thoughts on spawning during beta. The main reason its allowed is to help testers jump straight into untested or complex content without having to grind through what we already know works.

Weve set up specific testing challenges that focus on full skills, combat, and progression systems. Being able to set levels and spawn items lets testers focus their time on finding bugs and inefficiencies rather than spending hours getting to the point where testing can even begin.

Glad to hear you’ll be checking it out at launch, looking forward to having you and your crew around when things go live!
 
  • Like
Reactions: _Sia_
Thanks sia, really appreciate the support and kind words. I understand your thoughts on spawning during beta. The main reason its allowed is to help testers jump straight into untested or complex content without having to grind through what we already know works.

Weve set up specific testing challenges that focus on full skills, combat, and progression systems. Being able to set levels and spawn items lets testers focus their time on finding bugs and inefficiencies rather than spending hours getting to the point where testing can even begin.

Glad to hear you’ll be checking it out at launch, looking forward to having you and your crew around when things go live!
Not a problem. I completely understand why you have set-level, spawning etc. in beta.

Can't wait for official release. Any timeframe in mind for an official release?
 
Not a problem. I completely understand why you have set-level, spawning etc. in beta.

Can't wait for official release. Any timeframe in mind for an official release?

Not at the current moment. I have a few things to fix up and get tested before I consider an official release, and I'm not trying to rush through them. I want to make sure things are in order, and properly done prior so it's a smooth launch.

But, so far things have been running smooth, minus a few things here and there that were caused by some changes I made that I just have to revert.
 

Users who are viewing this thread (total: 1, members: 0, guests: 1)