October 2026
The GoMMO Studio live link, scheduled live events, content reload on a running server and two GM commands.
The GoMMO Studio link with server insight and live events, editable game content with a live reload, and quest money rewards.
The GoMMO Studio link, scheduled live events, game data reload on a running server and kill counts in NPC dialogs.
Player versus player combat, the tournament and practice arenas, guild war, job awakening and the GoMMO Studio link.
GoMMO Studio's server link, boss encounters, live content reload, monster height, siege and grenade effects, and player account grades.
GoMMO Studio's server link, boss encounters, honor guilds, the chip war's race rules, guild treasury, live content edits and skill, monster and money handling.
GoMMO Studio's server link, boss encounters, separate premium rates, mounts and MAUs, money limits, monster height and grenade effects.
GoMMO Studio's server link, live content reload, the guild treasury, honor guilds and council seats, repeatable quests, boss guards and weapon procs.
The studio workflow, the live server link, balance tools, and the world and boss builders.
Content creation, game data for every game, DragonSoul support and the second MMO World editor.
The God of Wealth's daily event, pet Strengthening and Evolve, and NPC dialogs.
Honor guilds, the chip war's race rules and mining ticket, council seats, the transport ship's schedule and repeatable quests.
Cash shop Gold Coins and pay-for-another, item mail and bound items, character deletion, purchase requirements and the wedding float.
Chip war race rules and mining tickets, daily quests, siege kit effects, MAU area attacks, animus growth and class skill effects.
Story quest completion, mount display and the cash shop item list.
Model and animation editing, the texture editor, the interface editor, sounds, terrain sculpting and project sharing.
Client patching from one window, build recognition, backups and restore, and window mode.
The Game Data editor, model import and new items, Test in game, and the change review.
Tax distribution guilds, class change visibility and the item lock.
Animus and MAU control, skill and class change tracking, RF walk collision, and several characters behind one Automation API.
One client for every game, a start window that picks the game, automatic updates, and RF sound, effects and combat animation.
Guild treasury and emblems, premium accounts, guard tower and mining machine combat, animus PvP, splash damage and buff effects.
Whole-map glTF and FBX scene export, and the game list in the game confirmation.
Server linking for bundled servers, client switching, and performance in the background and while hot reloading.
Original combat formulas, per-character level limits, set item bonuses and race leader punishment votes.
Every race can enter the world again, the client patcher keeps HackShield from closing the client, and monsters get their auras back.
The first GoMMO Studio release, with the map editor, the model viewer, projects and Install, and MMO Worlds.
Retail client support, world entry, combat, equipment, the launcher and the control panel.
Original combat formulas, per-character level limits, set item bonuses and race leader punishment votes.
Player versus player combat, guild membership, the cash shop catalogue, bind points and settlement guard towers.
The full 4.55 map set, mounts, the collection book, item lock, punishment votes, animus combat and the original attack formulas.
Cheating cards, kill count and time attack drops, combo skills and aimed debuffs.
Class skill effects, other characters' appearance, logging in with quest-item quests, recall destinations and per-map custom files.
The game guide, staff-only game master commands, clearer login messages and a server manager for Windows.
Parties, NPC stores and face-to-face trading, portals, standing populations of headless characters, and RF world rendering.
MAU repair and part tuning for every race's rides, plus fixes for stealth, Stretch, monster spawns, EXP, stores and floating HQ shops.
The 1.5 grade system, costumes, item card exchange, Archon's Blessing and Wounded Land, with quest, shop and transport ship fixes.
Quest data, shop stock, crafting recipes, item prices and set bonuses follow the 4.55 client, and each character now has its own level limit.
September 2026
Player versus player combat, the tournament and practice arenas, guild war, job awakening and a fuller control panel.
Pets, the four countries and their wars, trading and the auction house, guilds, a control panel, the GoMMO Manager and the GoMMO client.
GoMMO Client support for World of Kung Fu.
The first RF Online Age of Patron server, with the 4.15 client, the level 80 cap and the Age of Patron content on top of everything in Golden Age 0.6.0.
The first RF Online Dragonborn server, with the 4.55 Taiwan client, the full 4.55 item table and item collections on top of everything in Age of Patron 0.1.0.
Golden Age's operator tools, death EXP loss and recovery, position towers and 1.5's own quest chains, with a long list of tester fixes.
GoMMO Client support for RF Online Age of Patron (4.15) and RF Online Dragonborn (4.55).
GoMMO Manager, the bundled GoMMO Client with AI automation, and new control panel operations that streamline running a server.
The first GoMMO Client release, with world and character rendering, movement, combat, chat, Lua scripting, headless play and the Automation API.
Revival point registration, monster visibility, hunting and processing points, and launcher display settings.
Retail client support, world rendering, basic combat, skill activation, looting and inventory, and town portals.
Jade and charm effects, race guard tower placement, cure potions, and level-gap experience settings.
Saboteur and Sharpshooter traps, guard tower combat, Location Tracing Scrolls, and stability under load.
August 2026
MAU combat and recovery, effect ammunition, monster special attacks, equipment set bonuses, and live map positioning.
Player versus player combat, race ranks, guild membership, quest completion, the website game database and live map, and game data editing from the control panel.
The first build of the RF Online 1.5 server: all three races reach the world, and fight, loot, shop, bank, party and trade.
Hotbar persistence, boss health regeneration, debuff targeting, and MAU ownership and keys.
A backport of the RF Online: Golden Age changes between 0.3.1 and 0.4.2 that apply to this version; the Golden Age changelog carries the detail behind each one.
A backport of the RF Online: Golden Age changes between 0.3.1 and 0.4.2 that apply to this version; the Golden Age changelog carries the detail behind each one.
A backport of the RF Online: Golden Age changes between 0.3.1 and 0.4.2 that apply to this version; the Golden Age changelog carries the detail behind each one.
Per-race banking, open test commands, shield blocking, stealth mantles, MAU ownership, monster damage and force casting.
A complete self-host package, an admin area, whitelabel site settings, staff levels and automatic HTTPS.
Item combining, gold capsules and the gold points they pay for, plus a round of combat and progression fixes.
Mail and attachments, the ether ship, MAUs, guard towers, the cash shop and credits, Chip War race buffs, monster aggression and loot drops.
The anti-speedhack exchange, banker trunk costs, staff level revocation, and an admin area on the bundled control panel.
Banker trunk costs, failed loot replies, the anti-speedhack check, staff level revocation, and an admin area on the bundled control panel.
Ground loot expiry, accessory socketing, party bars, level quest objectives, merchant lists, the world clock, and an admin area on the bundled control panel.
An admin area on the bundled control panel, live server rate editing, five staff levels, tiered game master commands and first-administrator setup.
The animus, player trading, guild founding, the patriarch election, party bars and ground loot expiry.
Second-character item use, the levelling curve, and the character-select keepalive, all backported from Golden Age.
Second-character item use, the levelling curve, the character-select keepalive and reconnect port, all backported from Golden Age.
Second-character item use, the levelling curve, the character-select keepalive, and a level cap of 50.
Class change, talik upgrading, mining, the auction house, Chip War, party dungeons, map population and vendor purchasing.
July 2026
Automatic client updating in the launcher, and the update error it used to raise on every launch.
The self-host download carries the full game world: monsters, items, shops, spawns and NPCs. No gameplay changed in this build.
Launcher server status, the launcher window, automatic client updating, and the MySQL migration path.
A level cap of 65, launcher login and status, automatic client updating, and zero-install server startup.
Automatic client updating in the launcher, with no gameplay changes in this build.
Zero-install database provisioning, the bundled game world, and MySQL as an option.
Unzipping the download and starting the server is the whole install now, with no MySQL and no database software at all. Logging in has a real launcher window with an email, a password and a live indicator showing whether the server is up and what version it runs.
NPC dialogue, looting, quest rewards, item durability, shop purchasing, the experience bar, the quest log cap and remote player appearance.
The first build of the Episode 2.1.6 server: login, character select, into the map, the starting quest, chat, and a clean logout.
Remote player appearance, party bars, chat formatting, ranger ammunition, monster spawning, ground loot and death notification.
Combat, chat formatting, movement smoothing, the experience bar, self-buff force cost, monster engagement, character-select money and starter quests.
World entry, inventory and shop lists, remote player appearance, looted items, monster experience and vendor stock.
The first server build for the Episode 2.2.3.2 client, Golden Age. It runs on its own port, with its own character database, its own static game content and its own map data. The client logs in, creates a character and selects one, and stops short of finishing world entry.
Combat, the health and force bars, potion healing, starting spell selection, monster spawning and movement, and world positioning.
Inventory slot mapping, unequipping, the town return item, moving items between bags, and hotbar persistence.
Town and merchant placement, spawns, armour, quests, the mastery cap, and the starter kit and prices.
Force points recover on their own now, so a caster is no longer stranded on an empty bar after a fight or a relog. Starting spells stay learned across logout, logging out to character select takes the original's short countdown again, and the area name is set again after every map change.
The first Episode 2.1.5 build: real 2.1.5 game data, launcher sign-in, and Windows and Linux server binaries.
The inventory problems after logging out and back in are fixed, along with a held stack vanishing on a bad merge. Potions that should not stack no longer destroy each other, and every class gets its correct starting quest.
All three starting maps are full of monsters and their towns have their real merchants. Unequipping, the banker exchange, skill training and mastery in town are fixed, and game masters get commands.
Staff permission moves into the shared accounts database as a per-game grant, so one account can be a game master on RF Online and a normal player on another game.
Skill and force combat, mastery, gear and buff modifiers, parties and shared experience, per-race starting towns, map portals, quests, shop NPCs, force spells and item identity.
Automatic game-data database provisioning on first startup.
A login launcher, speed and position checks, view-distance culling, and a self-host download.
The first real gameplay: content loaded from a database, monsters to fight, melee combat with experience and levels, an NPC shop, potions and buffs, visible other players, and death and respawn.
Remote player movement and chat, and account email login.
Players can see each other spawn, move, and leave, and can talk to each other.
Character creation and persistence, tracked movement, and logout.
The first release. The original giga4 client logs in, creates a character, and enters the world against a brand new server written from scratch.
Email login, account name and password editing, and hardened password storage.
Email login, account name and password editing, and hardened password storage.
A rebuilt interface, the interactive world map, a full chat overhaul, and keyboard movement by default.
The first release of Gate to Heavens Classic, the original game on a rebuilt server and engine.