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Reincarnation

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  1. Chalk Rivals – Elite Multiplayer 3D Billiards System: Full source code & IP sale. Live: www.rs-gaming.com Full source code and IP for sale. ────────────────────────── WHAT YOU GET ────────────────────────── Chalk Rivals is a complete, live multiplayer billiards platform in the browser. It has four games, real-time online matches, ratings, a cosmetics store with real payments (Stripe checkout & webhooks have been setup and are optional), staff tools and a polished landing page. It runs on phones, tablets and desktops from one codebase. We strongly believe we have created the best physics engine and multiplayer modern pool product in comparison to any current new & long standing releases. We haven't gone blindly into this project, we rigorously referenced and demo'd several top of the niche titles, assessed where their product had a gameplay flaw and what worked great. I would say ~70% of the physics was indeed mostly referenced from (www.flyordie.com) a long standing multi-game website for over 20 years that has although one of the least modern engines, it has the best physics for a virtual pool game where a players skill can direct their play rather than realism taking over too frequently. You'll see we've still blended the realistic nature of billiards and ball movements in deeply and that was the hardest part that we believe we have achieved. • 8-Ball, 9-Ball, Snooker and Quick Snooker • Online rated and casual matches, plus practice and two players on one device locally • Accounts (username, email, password) and one-tap guest play • Lobby chat, private messages, challenges, spectating, table chat and rematches • Cosmetics store: 435 items, 29 sets, 29 achievements, Stripe payments • Levels, XP, profiles, match history and leaderboards with rank balls and a #1 crown • Full staff system: roles, bans, mutes, reports and a moderation log • Mobile-first touch controls, ready for an iOS/Android app wrapper • No pay to win elements. This product includes an extensive cosmetics store that is highly editable to generate revenue. No assistance to a users gameplay can be purchased and taking any other direction we believe would significantly harm this products ability to distribute and accrue users far and wide. This decision is at the purchasers discretion and only an advisory. ────────────────────────── GAMEPLAY ────────────────────────── • Physics modelled through research and gameplay from other popular billiard titles: cue ball spin (top, back, side), cue elevation, cushion and pocket behaviour, and cue movement • Full rule sets: 8-Ball group table (Stripes & Solids); 9-Ball lowest ball first, push-out and three-foul rule; Snooker reds and colours, free ball, play-again and re-spotted black • Optional Pro rules (call the ball and the pocket) • 45-second shot clock; three time-outs in a row concede • No aiming lines or geometry aids anywhere, so there's nothing to exploit • Instant replay of the last shot ────────────────────────── TECHNICAL BREAKDOWN ────────────────────────── Architecture • PHP 8 + MySQL/MariaDB website and API, plus a Node.js WebSocket match server run under pm2 • The server is in charge: every shot is simulated and every rule decided on the server, in worker threads (one per game), so clients can't cheat • The client predicts the cue ball's first movement so a shot feels instant, then blends smoothly into the server's result • Signed, time-limited passes (HMAC) link the website to the match server. Results and staff actions go back over signed calls • Each match result carries a unique reference, so a retried call can never move ratings twice • The database builds and upgrades itself automatically on the first page load Netcode and matches • Live aim streaming, so you watch your opponent line up the shot in real time • Ordered events with gap detection and automatic resync; reconnect mid-match without losing your seat • Tables are saved to disk and restored after a server restart • Disconnected players forfeit after a grace period. A match where nobody has played a shot closes with no result • Challenge system: the invite shows the rules, there's a 60-second countdown, the table only opens once accepted, and the first break is random (then it alternates) Rendering • three.js renderer with physically based materials, soft shadows, an environment-lit room and wall art • Graphics levels (High / Balanced / Low) plus an Auto mode that watches the frame rate and lowers resolution, then detail, then locks to a steady 30fps • Shaders and textures are prepared during loading, so turning the camera never stutters • Shadows are only redrawn when something that casts one moves • If the phone shuts down 3D graphics, the table rebuilds itself and play carries on; a 2D canvas version takes over if 3D isn't available • Realtime elite cameras: cue view, 3D overview, top-down 2D and a free view camera Mobile • One-finger aim and stroke, two-finger pinch zoom, slide and elevation • Layouts sized for 320px phones up to large desktops, portrait and landscape • Text selection, long-press menus and other accidental touch actions are blocked on the table Ratings and progression • Elo-style ratings: new players move faster and top ratings settle • A daily cap stops the same two players farming each other • Rank balls by rating band, per game, with a crown for the #1 player • XP, levels with unlocks, and long-running achievements that award cosmetics Store and payments • Billiard Coins sold through Stripe Checkout, with signed webhooks • Every coin movement is recorded in a ledger; payments are credited exactly once and refunds handled safely • Cosmetic slots: cues, cloths, table frames, pockets, sights, rooms, chalk, avatars, frames, banners, name styles and titles • Cosmetic art is generated in code: 355 procedural looks (wood grain, damascus steel, marble, carbon weave, filigree and more), baked to WebP and photographed by the game's own 3D renderer Security • Argon2id password hashing, CSRF protection and Origin checks on every change, rate limits on sign-in and chat, and remember-me tokens that rotate on use • Prepared statements throughout; all output escaped • Role-based staff permissions (owner, admin, mod), with mods limited to 7-day actions and unable to override an admin's decision Build and delivery • esbuild bundles, minified and obfuscated for production • Assets cache-busted by file version; works behind Varnish and nginx (CloudPanel) ────────────────────────── THE SALE ────────────────────────── • Full source code (site, match server, build tools) and all IP. • Price: To be discussed. • Domain: Where the project is currently hosted is for project work only. We've secured (www.chalkrivals.com) to be included in the sale optionally. • Handover help with installation is included. Optional services after purchase, depending on demand and at an additional cost if accepted: Google Play and iOS store builds with Capacitor wrapper, new billiard games, more rules, more cosmetics, achievements and/or UX rebuilds. ────────────────────────── AI Disclosure Notice ────────────────────────── Chalk Rivals is a custom built unique engine made with human code throughout most of it's implementation - by most, this was limited to our final pass after already implemented security as well as testing UX through different device viewports not at our disposal. Although all cosmetics are generated in code or rendered by the game's own 3D engine - this is not the case for "Chalk Rivals" branded logo and the virtual in-game currency asset (Billiard Coins). All other arts across the site and engine are as above, generated or rendered by the game's own 3D engine. ------ Chalk Rivals engine is for a singular full source code and IP sale. We do not believe in individually licensing this product due to the niche and near identical comparison it will create if distributed and published by several developers. Contact: - Directly through MWG - Discord (#atlantiswolfosity) - [email protected] / [email protected]
  2. Why would anyone if they can't afford to fit it within their budget? The quotes for my game are now exceeding $5500+ for all the required assets we need - we aren't that far from being in a position to afford that now but what is genuinely so wrong if Grim Spur has used AI assets when the cost for legitimate human made art is 20-40x more than it costs to actually release? It's really not rocket science. Unless you're completely unaware of how much it costs.
  3. Honestly - I love what direction you have taken & honestly? Brave too - I'm not very aware of any other games in such niche so don't hold me to that, but probably a market no-one is touching ground. Since it caught my attention and I did check in for 5-10 minutes per your post request, I'll leave you with a couple of things below! Header area (specifically Season One - Quests) overlaps into your Career Level on the standard 100% zoom (1920x1080 on Edge). 90% zoom fixes that but worth resolving it at what most users use or using a flex box. Weight class also suffers by truncation. Player/Beta feedback webform drop down is invisible due to font & background text using the same font colour. Trailer/Preview Video looks very similar to ilia torpuria - I'd be careful with that on a legal front, likely harmless at current stage but can bite you badly at scale. On the Gym/Menu area, you should give the character transparency for it's background - the block behind it is a bit of an eye sore. Honestly during Beta it is fair to expect little content - but you should branch out the loop more with a few other things as it's not something you can login to for long bursts, whether that's your intention or not is another matter. There was only Gym, Training & Fights to do (sorry if I missed anything part of the loop but that's all I could see available). But if you want users to stick around during Beta or feel like they'd want to return on a full launch, I'd give them more to do. One very big positive is how you're focusing localization early on, this has begun biting me in the backside in my own game right now as it's beginning to scale & if I dragged localization through from the beginning I wouldn't have nearly as much work as I do on my hands for that aspect of the roadmap. That's a good move dude. Would be fairly interested to know what AI tools you use for development also? This is no dig - but it feels very Base44 like in-game, on desktop especially (I haven't tested on Mobile) - Base44 is very prominent and is very easy to spot.
  4. Hey all! 🙂 Since launching The Fifth Family on March 29th, we've already grown to 5,000 registrations & currently have over 400+ daily active users. But admittedly, we hit a bit of a wall we didn't expect to hit so soon in May. The game wasn't depth fully designed & with growing user counts, we had to begin fixing that swiftly - we fell short like this due to my negligent assumptions we wouldn't do this well so soon. Taking on a Head of Content was something absolutely necessary as doing this alone is not easy & I needed someone who has huge gaming experience amongst this genre and other completely different games who could design new concepts. So after hundreds of spreadsheets, PDFs & workbooks, we're finally there. Very pleased to announce we're transitioning & ready to launch V2 Phase 1 of our development plan - of which has been worked since May. An update designed to add years of depth, implementing new districts, assets, exclusives, rarities & holds that core for long term progression. That's right, we've added layers of depth to over 31 in-game systems. This is Phase 1 of 3 but likewise the biggest game changes that not only set us apart in the genre but also give each individual user & as a family, an aim that keeps them playing long term. A brief breakdown(with some exclusions that can't be community leaked for economic reasons): - Districts increased from 8 to 10. - Crimes increased from 52 to 100. - Careers increased from 8 to 100. - Heists increased from 11 to 20. - Rackets increased from 17 to 40. - Properties increased from 13 to 20. - Street Intel opportunities increased from 5-8. - Family upgrades increased from 12 to 16. - Blood Bonds now handles 39 months; 26 passives & 13 active powers. - Bloodlines increased to 21 tiers per tree (199LP total) - Academy expanded from 10 degrees/60 courses to 19 degree/114 courses. - Forge has a complete progression ladder. - Chop Shop parts system across 35 modifiable vehicles. - Smuggling increased to 30 goods. - Black Market increased to 37 distinct consumables with 83 placements. - Improved Fifth Shop from a broad legacy inventory. - Stocks increased to 8 with a rumor system with 5 years of hourly data. - Achievements increases to 800+ milestones up from ~200. - Combat & Arena overhaul that allows build customisation instead of being STR dependant. - Adjusted the rarity system & implementation of over 100 new items & consumables. We're hosting a community Q&A on Twitch tomorrow August 7th led by Head of Content (Zach/Charybdis) & if any of you would like to come along and throw some questions feel free to do so! Tune in @ 3PM Eastern here: https://www.twitch.tv/dev_chary/ The Fifth Family (https://www.thefifthfamily.com)
  5. Quick update for anyone following this thread. Launched 6 weeks ago. Wanted to come back with real numbers rather than promises. 1,700+ registrations 300+ daily active users Native iOS and Android apps live — Capacitor wrap, no rejections £1,000/month ad spend running Strong organic SEO — 9.5/10 across the public site, needs domain authority as we continue to age, we'll get there - the team is pushing hard and we already have some PR Monetisation tracking ahead of internal targets For context, these are launch numbers I haven't seen any new game in this niche hit in years. Most launches in the genre fade relatively fast. We're past that and growing. Something that shocked me for sure, I knew we could hit scaling to some extent but not this fast. But I am appreciating it massively. Since launch I've shipped four major new systems that weren't in the original feature list: Blood Bonds — A two-player loyalty pair-bond system. Players pair up and accumulate loyalty days together, unlocking 12 progressive milestone perks from "First Blood" at 14 days through "Eternal Bond" at 365 days. Perks span crime success, heat reduction, XP bonuses, gym speed, and combat stats — and both partners benefit. Includes a "cover" mechanic for partners to protect each other and a cooldown penalty for breaking bonds. Trust as a long-term commitment mechanic, not just a friend list. The Arena — Weekly competitive Async Arena PvP seasons driven by Hybrid Elo & Rating formula. Players lock in a snapshot of their loadout at the start of the season (gear, vehicle, enhancements all frozen — no swapping mid-season), then climb a ranked leaderboard through timed attacks against sampled opponents from the season pool. Tiered weekly rewards scaling from $250K cash and 200 Mafia Gold for participation up to $5M cash, 500 Mafia Gold, Mythic items, and a championship belt for the #1 finisher. Hard reset every week so the leaderboard never remains staleness. Heists — Multi-stage push-your-luck crimes built around real tension. Six heists from Corner Store Stickup at level 1 ($5–15K, 3 stages) all the way up to near end game levels. Every completed stage banks a share of the reward — at each one, you choose to bank what you have or push deeper for bigger payouts at escalating fail risk. Plinko & Mines — Two new casino games inspired by the modern gambling site format that absolutely nobody in this genre has tackled yet. Plinko offers configurable 8–16 row boards across three risk levels, with multipliers reaching up to 1000x at maximum risk. Mines is a 5x5 grid where mine positions never leave the server, multipliers calculated on exact combinatorial odds with a 1% house edge — provably fair maths, not RNG smoke. Both are gated by daily profit caps that scale with player level so they can't replace the rest of the game. The combat system I teased on March 24th is in and players love it. Battle reports are by far the most shared content in family chats. Letting players flex was the right call. If you haven't already, come and see what's going on. https://www.thefifthfamily.com/
  6. This is very true besides some more advanced mobile games do have it! I intend on supporting other languages over the coming months with a full chat translation system - along side that I could definitely make adjustments to include part of the above but it has it's technicalities. However, where it becomes difficult is daily crons run according to server time - being able to scope it out so every ones work at their own set time zone would become a logistical nightmare. Could impact features too and cause unfairness if not careful. I think that's why most games don't do it, besides the fact it will be a massive technical overhaul - it could really impact game economics.
  7. As some of you may have noticed, launch was postponed 6 days - Android app is setup and ready to go. Apple developer accounts are frustrating at start up though - 4 days just to get verified after £79 developer purchase! No way I wanted to launch without it. It gave me chance to build a referral system for the pre-launch page that merges straight into the game as long as users provide the same email on sign-up on launch day. Bittersweet if anything since we have grown to 296 pre-registrations and counting from free marketing channels! I wanted to land something with you guys also as I've had further time to dig deeper into my stat/combat and it's mechanics, making it one of a kind in this genre. Gym/Stat Mechanics Combat Mechanics
  8. Thank you. There is definitely a story built up just from the graphics alone, that’s very intentional - but there is some more depth to be added this weekend. Combat is so boring and visually sparse in these types of games, but I just finished polishing my combat system today and it’s absolutely something no one else has done. Battle reports feed through all the combat mechanics so players have a full understanding. Not an instant generated report on “Attack” either - every hit, defence, dodge, crit is shown line by line(hit by hit); Vitality bars actively reduce visually and every stat is shown after the battle and pulls all damage % and multipliers from areas of the game said user has obtained. Real mechanics with ability to share the battle report into game chat/family chat that other users can open up and view. Let’s players flex. That’s the level I am trying to scale this throughout and I won’t lie, from the get go it won’t have that scale immediately to absolutely everything but much of it does - but this project will be built on day in day out until perfected.
  9. Thank you. 95%+ CSS, >5% Imaging throughout the whole site pretty much. I was going to get a designer to create every panel etc, but the reality is, it becomes insanely difficult to then scale into mobile browser and apps. So I took the CSS route and this was the best I could come up with. (not sure if you have seen in-game before I locked it down to the Pre-Launch). Only issue is, it's insane difficult to replicate the quality desktop version gets, but that's just the hit you have to take on mobile - but still feels elite.
  10. Fair question — on the surface yeah, the genre has shared DNA. Stats, crimes, bosses, territory. But that's like saying every FPS is a CoD clone because it has guns. Those are genre staples. What's actually different: everyone starts on day one together. In Torn you're joining 15+ years of compound progress you'll never catch up to. That fresh start window doesn't exist there and never will again - that is a big reason why people try new games too. The game has 36 unique crimes spread across 6 distinct districts, each with their own boss fight, mastery tiers from Bronze to Platinum, and collection sets that give permanent passive bonuses. There's a real sense of geographic progression — you're not just sitting in one city grinding the same list. Smuggling isn't a travel-and-buy system. It's a volatile dynamic market with fluctuating prices and customs interdiction risk that scales with your bag capacity. It's its own mini-game with real consequences. It still needs further depth, but that comes with time. There's a full Academy with 48 courses across 8 degrees that unlock perks like combat defence, casino luck, and heat reduction. A Chop Shop where you steal cars, a Garage to maintain them, and Street Racing with an actual minigame — not just a button press. A Stock Market with live portfolio tracking. Real Estate generating passive income. The Fence for selling loot. 7 equipment slots with a full rarity system from Common to Legendary. Consumables with timed effects - even more consumables that give temporary boosts to crime chances/money received. An Achievement system. Careers, Bloodline progression, a Mansion, Rackets. Then the Territory War Map — 20 districts, 4 Sentry Towers gating a central Don Hall, resource nodes, road-based adjacency for raids. The Don sets city-wide tax affecting every player's crime income, appoints 9 government roles with stat buffs, issues proclamations, and places bounties. That's political gameplay layered on territory control that Torn simply doesn't have. This isn't a Leaflet.js territory map like Torn's, it's graphical, meaningful and has serious gameplay mechanics that Torn doesn't offer because Leaflet.js is too limiting. And accessibility. Torn has 20 years of feature bloat and a brutal learning curve. I built a guided 10-step tutorial with an actual character walking you through. You're doing meaningful stuff within minutes, not spending your first week lost. Vigilante's.. I don't need to say anymore, they don't have such thing. I'm not trying to replace Torn — being compared to it is a compliment if it even comes to that. But there's room for more than one game in this genre and I'm not throwing text results everywhere like it's 2010. I've tried to build every action so it connects with the user - E.G Loot Drops/Collectables from crimes using visual loot feedback not just dropped into your inventory silently. The only replication is names of certain features are identical, but what's built inside is thoroughly different.
  11. I appreciate your feedback, honestly - I've been needing some. I didn't include the full deep dive of the content, I have updated the thread, please do revisit and provide further feedback in that aspect there are over 8 core system generating daily/weekly pull and no doubt more to follow. Good point raised on PWA's. I have an amateur friendly Dev Log on my landing page right now & it does give more detail on the iOS/Google Play route. We're wrapping with Capacitor which produces a native binary - no PWA bookmark. The web version is PWA-enabled for browser users but the store releases will be legitimately native-wrapped apps. I could absolutely do with grabbing at least an additional URL to hit "the" on the head too and use the current to redirect to it, I don't think it will be a huge issue IMO as my main area of succession is aimed to come from the App Stores, but it's something I need to think about for sure; very valid point. Thinking of it as I typed this though - when you look at the target audience, it's people who grew up on .com domain games, fifthfamily.com is taken so I'm limited. I absolutely hate these new domain abbreviations - but for the sake of a few £, I may as well go grab one. I do want to say though, I don't believe it's a dying genre at all. There are still a small handful of games out there thriving and the obvious one (Torn) has 90,000+ active users daily - the one's dying are low effort clones or they're absolutely text filled, that's never going to work anymore. Torn can do it still, because they have partially moved with the times, forever adding more content and have a very loyal userbase. There is a gap I feel and that's why I built this!
  12. Before I begin, I appreciate that I already have a post in this category, but now we're about to step foot on that finishing line, I'd like to open a fresh thread that has serious depth that supports both RPG users and Dev's. You're welcome to delete my old thread if requied! Hey everyone, I've been lurking around the MWG/PBBG space for a long time, probably from around the age of 13 if anything. Playing a lot of the games you've all played. I love this genre. But let's be honest — most of what's out there was built in 2005-2010 and looks like it. I wanted something that felt modern, looked premium, and played like a game built in 2026. It started off as a side hustle to my Web Development/Design business(something I fell into from a young age, McCodes is the real root to branching onto that as a legitimate business and where I learnt many things). The Fifth Family is a browser-based mafia RPG launching soon. I built the entire thing from scratch, my own Custom-Built engine - inspired by the soul of McCodes. Every feature, every system, every line of code — built, debugged, and connected by hand. No templates. No clones. No other engine. From zero to a fully playable game. I take a lot of pride in that. It started off close to post-covid, messing around and seeing what things I could do - no seriousness to it, but I'd come back to it every few weeks - just a little later last year I took it upon myself to decide if these games can survive release still and really go for it. I believe they can - but it's 2026, modernisation is the key. I believe this game has exactly that. The real barrier - marketing. I have a solid chunk of money saved up to market, however this will be my biggest learning curve and challenge - if you have any suggestions then I would sincerely appreciate it. For Players — What You're Walking Into This isn't a bare-bones launch with promises of "more coming soon." This is what's live on day one: Crimes & District Progression 36 unique crimes across 6 districts (Downtown, The Docks, Red Light, Chinatown, The Marina, Uptown) Item-gated crimes, loot drops from 12+ crime-exclusive items, 5% Collection Set piece drops District Mastery (Bronze → Platinum) with cash and gold bonuses per tier Dynamic Heat system — escalating police response at 25/50/75% thresholds Bribe Cops to reduce heat 6 Boss Fights Stamina-based combat with unique loot drops and cash rewards per boss Boss gates replace level requirements — beat the boss to unlock the next district Cinematic results screen on victory Smuggling Volatile live market with fluctuating prices and trend indicators (+/- %) Scaling customs interdiction risk based on bag volume with threshold markers (Searches/Patrols/Seized) NPC Smuggling Buyers offering 85%–160% of street value Origin-based contraband — travel to source district, sell at destination Profit/loss tracking against wholesale price Chop Shop → Garage → Street Racing Steal cars, upgrade stats (Speed/Handling/Accel), repair durability Car classes: Beater → Tuner → Muscle → Super → Exotic → Hyper (colour-coded tiers) Full street racing minigame with animated race and dramatic results splash Pre-flight checks — can't race without Nerve, with a totaled car, or from jail 6 Careers Street Dealer, Bouncer, Driver, Enforcer, Hitman, Smuggler 5 ranks per career with unique perk unlocks — Rank 5 grants a career-exclusive Epic item Overtime (2x energy, 3x pay, fumble = fired 1hr), shift streaks, shared cooldown across all careers Street Intel Dynamic intel opportunities with expiry timers and 38 unique environmental modifiers Scout (spend Nerve for odds) or Go Blind (higher risk, no intel) Recent Operations history log Mansion 8 upgradeable rooms (Vault, Private Gym, The Lab, VIP Lounge, Medical Wing, Legal Office, Armory, Intel Room) Each room up to Level 10 — bonuses stack on bank interest, gym speed, crime success, energy regen, hospital/jail time, attack damage, recon accuracy Estate XP and prestige levels Rackets 17 rackets across 5 tiers (Street Level → Empire) generating passive income every 12 hours Intimidation levels, raid chance, heat gain scaling — from Corner Store to Media Corporation Stock Market Live price movements with charted history across multiple time ranges Buy/sell shares, portfolio tracking, average cost, P/L per holding Quick-buy buttons (10 / 100 / 1K / MAX) Casino 4 games — Blackjack (live multiplayer), Roulette, Slots, Video Poker Daily loss limit, max bet caps, chip tracking Offshore Bank 10 upgrade tiers (up to $50M cap), daily interest (0.1% base, 0.2% Platinum + Mansion bonus stacking) Vault protection percentage, transaction logs, Mafia Gold upgrade costs Equipment & Inventory 7 slots (Weapon, Armour, Helmet, Gloves, Belt, Necklace, Special) + Vehicle from Garage Full rarity system (Common → Legendary) with colour-coded stat badges Shopping & Trading The Fifth Shop — Full NPC store with category tabs, rarity borders, stat breakdowns The Black Market — Rotating contraband stock for Mafia Gold, limited quantities with pulsing low-stock urgency, quantity selector Item Market — Player-to-player trading with search, sort, category counts, NPC price reference, rarity glow, expiry timers, sales history The Fence — Sell items for Mafia Gold Bloodline & Vigilantes Bloodline system with legacy progression and stat bonuses Vigilante Fragments dropping from crimes, smuggling, and bosses Families & Territory War (Open after Pre-Season) Create/join families with chat, roles, and hierarchy Full SVG interactive War Map — 20 districts, road adjacency raiding, 4 Sentry Towers gating Don Hall Sentry Towers: 10min pre-unlock, 15min raid, 24hr peace shield. Don Hall: 2hr raid, 48hr peace shield, $100K/hr to family vault Resource gathering nodes (Bricks/Steel) with auto-respawn Territory perks stacking bonuses across all gameplay systems Season-based — Season 1 launches once critical player mass is reached Government Ruling Don sets City Tax (0–10% on all crime earnings), appoints 9 stat-buffing roles, issues Proclamations, places Bounties Fight Club Target Radar with online/offline status, difficulty indicators (Easy/Fair/Danger), level filters Combat Log, Top Fighters leaderboard with gold/silver/bronze podium glow, personal position tracker Economy Sinks Daily Protection Fee — level-scaled, debt accumulates if unpaid Wealth Tax — 0.1% daily on net worth above $500K Communication In-game Chat with live online player count Mail system — inbox, compose, reply Notifications with mark-all-read Admin Announcements Player Systems Player Profiles with stats, equipped items, vehicle, achievements, family Player Search Game Settings (email, password, preferences) Travel between all 6 districts Emergency Services Jail — countdown timer, bail cost, inmate list, bail out other players Hospital — countdown timer, heal cost, patient list, heal other players Progression Achievements & Badges with full tracking across all systems Leaderboards — 8+ categories plus Family rankings Referral system — unique codes, recruit tracking, rewards New Player Tutorial 10-step guided walkthrough with the Underboss character God mode protection during tutorial Soldier's Welcome Pack on completion Support In-game Support Tickets (player UI + admin backend) Staff Applications with public Staff Directory Comprehensive Game Manual — 65 entries, 18 categories Monetisation Mafia Gold + Platinum dual currency Platinum Store — 5 pack tiers ($4.99–$99.99) with Platinum, Gold, VIP days, exclusive items/vehicles Platinum Membership with regen bonuses Also: Hitlist — Place and claim player bounties Syndicate Pass — 8 daily + 5 weekly missions tracking crimes, fights, gym, smuggling, chop shop, careers, casino, racing — Cash, XP, and Gold rewards Seasonal Battle Pass — Tiered reward track with seasonal progression Wheel of Fortune — Daily free spin + Platinum spins with prize pool Cosmetics — Purchasable name glows (Neon Genesis, Toxic Sludge, Ice Cold) Events — Daily, weekly, special, and seasonal timed events with cash, XP, and Mafia Gold rewards Collection Sets — 6 district sets with vault storage, permanent bonuses on completion, dynamic progress tracking on the crimes page Consumables — 9 items with timed active effects tracked via dedicated system Real Estate — Property ownership across districts with passive income and upgrade tiers Gym — 6 training tiers per stat (STR/DEF/AGI/DEX), timed routines, stat gain previews, category quick-scroll, gym gains breakdown in HUD Academy — 48 courses, 8 degree paths, perks including combat defence, casino luck, heat reduction *The UI* This is probably what sets it apart most. No spreadsheets. No plain HTML tables. Premium dark glassmorphism aesthetic throughout — glowing cards, visual progress bars, icon-driven panels, cinematic splash screens, collapsible sections. It looks and feels like a modern game, not a database with a dark background and spreadsheet style tables everywhere. Meet our vigilante's. Droppable fragments from many game actions as well as fragment purchase options. Game Previews All previews available on the pre-launch page. For Developers — Under The Hood I know this community appreciates the technical side, so here's the full breakdown for those who care about what's powering it. Stack Hetzner VPS / CloudPanel / NGINX / PHP 8.3 / MariaDB 125+ files, all hand-wired Unified Heartbeat polling at 5-second intervals PWA manifest with full favicon set SFTP deployment workflow Architecture Centralised game engine functions — add_xp(), get_city_bonus(), stat cap seeding via window._initStats from PHP Global Game.post() using promises (.then() syntax) for all AJAX interactions Instant stat updates via a post() interceptor — no page reloads AJAX panel loading system with a global JS interceptor that converts forms and links into async requests Staff panel utilises full screen width with auto-wrapped scrollable glassmorphism containers Inline JS execution pattern to bypass AJAX <script> tag blocking — all dynamic JS via HTML attributes or onerror injection with proper htmlspecialchars(json_encode()) escaping Currency abbreviation system (K/M/B) across all displays Cron jobs running on explicit /usr/bin/php8.3 paths (CloudPanel requirement) SEO & Performance Meta/OG/Twitter cards on all public pages Schema.org markup (VideoGame + FAQPage) robots.txt and sitemap.xml with canonical www URLs Google Search Console verified and Google Analytics wired in NGINX-level GZIP compression, browser caching, and bad bot blocking WebP image optimisation throughout Desktop Lighthouse score: 91 / 100 / 100 / 100 Security — The Full Breakdown I know MWG cares about this, and honestly most games in this genre ship with almost none of it. Here's what's locked down from day one: Authentication & Session Security Minimum 8-character password enforcement across all entry points (registration, reset, change) Brute force lockout system — repeated failed logins trigger automatic temporary bans Session fingerprinting — sessions are bound to device characteristics, preventing session hijacking CSRF token validation on all state-changing requests, correctly placed after session initialisation Rate Limiting & Abuse Prevention Rate limiting on all sensitive endpoints IP ban system with automatic banning on detected abuse patterns Automated cleanup via hourly cron job Server Hardening Full HTTP security headers including Content Security Policy (CSP) display_errors locked off in production — no stack traces or path leaks exposed to users CLI guards on all cron scripts — they cannot be triggered via browser Webhook secrets hardened require_free() lockdown function for maintenance/emergency mode Admin Tooling Security Dashboard in the staff panel with real-time event monitoring Full security event logging — every login attempt, ban, suspicious action recorded Admin-accessible IP ban management Complete file audit performed across all 125+ files Data Discipline No raw database column names, internal identifiers, or backend terminology exposed in any user-facing UI, notifications, or error messages — everything is human-readable labels only The Story I built this entire game since going full time (8-14 hours a day on average) in around 400 hours. I came up with the vision, the systems, the connections between everything, the UI direction, the game feel. Every bug, every edge case, every broken AJAX call, every encoding issue — I sat there and worked through it, all 125 files and counting. I'm not saying this to brag. I'm saying it because this genre deserves better than what's out there, and the barrier to building something great is lower than it's ever been for Persistent/Text based RPG's, this game fits in that genre - but make no mistake, some of the features within are 2.5D - making it a real hybrid that dips it's feet into other genre's too. If this game proves anything to me, it's that the bottleneck was never code. It was always vision, persistence and modernisation. Available on Desktop, Mobile Browser, iOS and Android soon. 🔗 thefifthfamily.com I'd love feedback from this community on launch. You lot have been building and playing these games longer than most. Tell me what you think.
  13. A good start, but you definitely should wrap your Navigation and Center. They just float into the background right now. Add wrap, let the background fade through with a little opacity or use glassmorphism! Check my game in Game Projects, you'll see I abuse glassmorph 🙂
  14. This has been my main area to begin improving several days ago, a lot of that will come with the tutorial also when I get to those final stages. You’re spot on, sometimes when you code feature after feature you lose track and thought of keep it well connected and story driven. I took a step back and began correcting that. Did you checkout the new version? (www.thefifthfamily.com) You’ll likely see a lot more improvement from the old link to the new, even from the get go on the login page, you’re selecting male or female but they are graphical character selections immediately setting the standard - thats what I’m building off - tons of work to do still but it is all starting to link & wire up together. I’ve just finished the crimes system now. They all have a mastery that ends with a “Final Boss” feature that you have to defeat. You have to max your mastery for the said city you’re in and defeat its boss to progress onto the next. I just need to map a story into it all for all 6 citys. But yes tons of additions and adaptations on the new website. Should definitely check it out!
  15. Thanks man, appreciate the kind words — and solid stack on your end, Node + Prisma + React is clean. To answer your question, here's a quick breakdown of how things are wired up on the backend: I use PDO Prepared Statements — every single database call goes through prepared statements with bound parameters. There are zero raw queries or string-concatenated SQL anywhere in the codebase. Example: $stmt = $pdo->prepare("SELECT * FROM users WHERE id = ?"); $stmt->execute([$userId]); Even admin panel operations (bulk edits, deletions, store management, etc.) all go through the same pattern. No exceptions. CSRF Protection — every form and every AJAX action includes a per-session CSRF token. The token is validated server-side before any state-changing operation is processed. If the token doesn't match, the request gets rejected outright. Admin Role Gating — the staff panel uses a role-level system where each admin page calls a require_admin_role($level) check at the top. If the logged-in user doesn't meet the required permission level, they get bounced. No client-side hiding — it's a hard server-side block. Output Escaping — all user-facing output runs through htmlspecialchars() to prevent stored/reflected XSS. That said, I'll be transparent — there's still security work on my roadmap that I haven't gotten to yet: Rate limiting on login attempts and sensitive actions (anti-brute force) Account lockout after X failed login attempts Session hardening — forcing regeneration on privilege changes, tighter cookie flags (HttpOnly, Secure, SameSite) Content Security Policy headers — locking down what scripts/resources the browser is allowed to load Two-factor authentication for player accounts HTTPS enforcement at the application level (currently handled at server config but not hardcoded in app logic) Input length/type validation — I sanitize and escape, but I don't yet have strict server-side validation layers checking types, lengths, and formats before data even hits the query Logging & alerting — no intrusion detection or suspicious activity logging yet The core injection and XSS vectors are locked down, but the hardening layer on top of that is still a work in progress. It's a solo project so I'm building features first and then circling back for the security polish pass before any kind of public launch. Hope I gave you enough detail! Cheers for checking it out - I am getting close to project finish in terms of features(likely 2 days), then it's working through the security phase for all of the above. If you have checked it out directly recently I did migrate to a new domain with my own dedicated server through Hetzner. I migrated from shared hosting + cPanel to a dedicated with Nebuntu 22.04 + Cloud Panel and only 3 features broke, took an hour to fix and was seamless(thank goodness). New home is https://thefifthfamily.com
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