BROWSER MMORPG STARTER KIT

Build a browser MMORPGthis weekend — not months

Server-authoritative Java 21 + Spring WebFlux (Netty) backend, React + Phaser (TypeScript) client, in-browser map editor. Save 180320 hours of engine work and ship your MMO faster.

One-time $99 (first 1000 buyers) • Commercial use • Email support • Bug-fix maintenance

Play the Demo (desktop only)
No WebSocket plumbing — binary protocol included
Skip weeks of editor & movement — map editor + pathfinding ready
Server-authoritative by default — reduce cheating

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Your stack, no lock-in

Java 21
Spring WebFlux
TypeScript
React
Phaser logo
Phaser
MongoDB
Docker Compose
Tailwind

👇

Just make a git clone and start developing your browser MMORPG or other online game

Throughput & control

  • WebFlux on Netty = non-blocking event loop
  • Backpressure (Reactive Streams) protects under load
  • Fewer threads → lower latency spikes

Network done right

  • Netty is a proven WebSocket/TCP workhorse
  • Binary protocol → less overhead than JSON
  • Zero-copy/pool buffers → efficient I/O

Ship fast, scale cleanly

  • Hexagonal architecture → easy adapters (e.g., raw TCP later)
  • React + Phaser split: UI vs. canvas gameplay
  • Mongo + Docker → instant local dev / simple deploys

Where the hours go — 180–320 saved

You skip the engine work

Networking, editor, movement, combat, AI, persistence — the unsexy plumbing is already solved.

Battle-tested defaults

Threading, backpressure, serialization patterns that survived real iteration — not just boilerplate.

Focus on content

Spend your time on maps, classes, skills and quests — not foundations.

Skip the rabbit holes. Start from a battle-tested template.

This kit bakes in months of research, hundreds of experiments, and the painful dead-ends. You don’t reinvent the networking or editor — you understand the solution, then adapt or extend it. Result: drastic time savings and fewer production surprises.

  • ✔ WebFlux backpressure & sane threading
  • ✔ Binary protocol + serialization patterns
  • ✔ Map editor & movement tuned via real tests

Estimates (180320h) come from typical solo-dev builds; exact savings depend on your content scope.

Breakdown of saved work (180320h)

A practical tally of tasks you usually have to build from scratch. Add your features on top — don’t rebuild the base.

Server

134248h
  • Hexagonal architecture skeleton510h
  • WebSocket + networking layer config1228h
  • Binary protocol + (de)serialization classes1015h
  • Auth (register/login)68h
  • Database wiring13h
  • Map loading logic48h
  • Map chunking/streaming logic1226h
  • Movement logic1224h
  • Pathfinding816h
  • Combat system1222h
  • Skills system816h
  • Two mobs with basic AI2030h
  • Terrain types + speed modifiers816h
  • Obstacles (trees, rocks)48h
  • Item drag/move68h
  • Periodic game-state saves610h

Browser client

4672h
  • React ↔ Phaser integration24h
  • WebSocket integration48h
  • World rendering in Phaser (clean classes)4060h
➕ Binary message (de)serialization — included; time varies by your message set and is not counted in totals above.

See the code & tools in action

In-browser map editor

Paint tiles, place obstacles, set movement speeds — and autosave to Mongo. Build content, not tools.

  • • Terrain rules baked-in (walkable, speed)
  • • Obstacles and items drag-and-drop
  • • Zero extra tooling — edit in the browser

Server project tour

Spring WebFlux on Netty: managers for movement and combat, clean ports & adapters.

  • • Backpressure-aware WebSocket handling
  • • Hexagonal core → easy to swap adapters
  • • Scheduler for deferred actions (e.g., marches)

Client project tour

React + Phaser with clean, testable classes and an event bus to keep UI and canvas in sync.

  • • Clear folder structure → faster onboarding
  • • Binary protocol handling on the client
  • • Movement, skills, items — ready to extend

ROI in one minute

$50/h
200h
Potential savings
$10,000
vs. one-time $99

What’s inside?

Event-driven server logic

Actions schedule follow-ups (start/finish march, etc.) for smooth realtime without a classic tick loop.

Binary WebSocket protocol

Every command is its own byte; less overhead than JSON.

Backpressure-ready

Flow control to keep your realtime stable under load.

React + Phaser client

Desktop-first canvas gameplay + modern UI panels.

In-browser map editor

Paint terrain, place obstacles; autosave to Mongo.

Clean architecture

Domain core with ports & adapters on Spring WebFlux.

Dockerized dev

Compose up with local Mongo; or point to Mongo Atlas.

Seed content

Two mobs with simple AI, basic combat & skills, item drag, terrain speed.

Auth & sessions

Registration, login, session handling included.

Built for…

Solo developers

Stand up an MMO foundation fast and iterate on content.

Indie teams

Split work between content, client UI and server logic.

Small studios

Prototype a 2D MMO quickly before investing in a custom engine.

Why not build from scratch?

From scratch

  • Months before first playable build
  • High risk of rewrites & dead ends
  • Hard to keep momentum across a team

Cost: time + uncertainty

Engine templates

  • Engine lock-in & C#/GDScript client
  • Desktop installs by default
  • Browser play often needs extra work

Cost: ecosystem constraints

LaunchMMO

  • Web-first stack (Java + React/Phaser)
  • Playable in days, not months
  • Keep the server — add your desktop/mobile client later

Cost: one small purchase

Why I built this

Michał Kmiecik — author

Hi, I’m Michał 👋 — a full-stack developer with over 9 years of commercial experience. In 2024 I was bored of yet another business app and wanted to chase a childhood dream: a simple MMORPG. I chose tech I use and trust daily: Spring WebFlux on Netty, React and Phaser. The result is this starter — I even reused it for another online game and saved weeks.

Follow me on X (Twitter)

One payment. Lifetime access.

No subscriptions. Pull fixes via Git when available.

$199
$99

launch price • first 1000 buyers

One-time payment • Secure Stripe checkout

  • ✔ Full source code (client + server)
  • ✔ Lifetime single-user license
  • ✔ Commercial use allowed • no royalties
  • ✔ Bug-fix maintenance (GitHub read-only access)
  • ✉ Support: contact@launchmmo.com
  • ↩ 14-day refunds available. If refunded, your commercial license is revoked and access to updates & support ends.

At $50/h, saving 180320h is $9,000–$16,000 in avoided work. Pay once — keep shipping.

FAQ

Does the included browser client work on mobile?

Not yet — it’s optimized for desktop browsers. On mobile, users see a 'desktop only' message.

Can I build a desktop or mobile client?

Yes. Keep this server and implement your own desktop/mobile client that speaks to it.

Can I use the server for other game types?

Yes. The event-driven server can be adapted for co-op RPGs, arenas, survival or other real-time games with your custom logic.

What skills do I need?

Mid-level Java 21 + Spring WebFlux and React/TypeScript.

Can I swap MongoDB?

Yes. The data layer is decoupled — point it at any Mongo instance or replace it with another store.

How do I develop locally?

Run `docker compose up` (local Mongo) or set `MONGO_URI` to Atlas and start coding.

How do I deploy?

Frontend fits Vercel/Netlify; backend runs on Heroku, Fly.io, AWS — set your cloud Mongo URI.

Do you promise ongoing development?

I don’t promise continuous feature development, but I fix reported bugs and ship patches via Git.

Can I sell a game built with this kit?

Absolutely. Commercial use is included, no royalties.

Do you offer refunds?

Yes — 14-day refunds for any reason. If refunded, your commercial license is revoked and your access to updates & support ends.

What are the license terms?

Lifetime single-user license. For team/studio licenses, contact me.

What this is NOT

Not a fully-fledged MMO with content. It’s a source-available starter kit: networking, core systems, editor, and example content to build upon.

Order info & Refund policy

How delivery works

  • • One-time payment via Stripe (secure checkout).
  • • Your GitHub username gets read-only access to the private repo.
  • • You receive an email with setup steps right after payment.
  • • Invoices/receipts are handled by Stripe.

Refunds & license

  • • 14-day refund window, no questions asked.
  • • After a refund: commercial license revoked; repo access removed; you may keep the code for learning (non-commercial) only.
  • • Support & updates stop after a refund.
  • • Need a refund? Request it by email.

Please try the public demo before purchasing.