One workflow. The bar under the menus walks a project through Edit, Test, Verify, Balance and Publish, shows where each stage stands and offers the next step.
Studio link to your server. Link Studio to a running RF Online, Gate to Heavens, World of Kung Fu or DragonSoul server to see its status, log, players and monsters, and to publish game data to it.
Play in Studio. Walk a map as a character, or log a GM test character in on the linked server and play it in the viewport.
Live monster edits. Change a monster on the running server at once, every spawned one included, and keep the values as game data.
Heat, replay and economy. Kill and death heat on the map, recorded sessions replayed on a timeline, and the money and items the server makes and spends.
Live ops calendar. Schedule rate events, announcements, monster changes and cash shop sales that start and end on the running server by themselves.
Script debugger. Breakpoints, log points, stacks, locals and watches in the running server's Lua scripts.
Balance simulator. Bots play a throwaway copy of the linked RF Online server before and after your edits, with level curves, experience per hour, kills and kill heat side by side.
Auto-balance. Set targets such as levels 1-30 in six hours and get the fewest RF Online game data changes that meet them, as one change to review.
Economy designer. Money sources and sinks per level band, net money per hour and inflation risk, with money targets for Auto-balance.
Spawn tuning. Kill and death heat proposes spawn counts and respawn times: over-farmed camps get more, death traps fewer.
Zone builder. Draw a region on an RF Online map, describe the zone, and Studio lays out level-tuned camps, a boss, a quest giver, a kill quest chain and a portal with its way back.
Dungeon builder. On a dungeon map, the Zone builder lays rooms along the walkable route to a boss, with a time limit and a bot run through it.
Boss encounter designer. Attach a scripted fight to any RF Online pit boss or field boss, with phases, timed abilities, adds, shields, enrage, contribution loot, phase chests and lockouts.
Boss tuning. Set a fight's time to kill, deaths and wipe rate for a party, and tuning proposes changes across every lever of the fight, each one lockable and accepted row by row.
Skill and Force designer. Design a new RF Online skill, force, class skill or monster skill with its effect, look and per-level numbers, checked against the game's balance curves.
Recipe designer. Every RF Online crafting and combine recipe as a tree down to raw materials, where each material comes from, whether the recipe is worth making, and new and edited recipes.
Cash shop designer. The RF Online cash shop with prices per nation, a storefront laid out as the client draws it, a pricing review against gear and gold, timed items, and sales on the Live ops calendar.
Localization. Every player-visible RF Online string with a column per language, a glossary, fit checks against each client's text limits, machine translation into a review queue, and one language per bundle, re-applied at every Install.
Quest graph. RF Online quest chains as nodes with the NPCs that give them, their targets and rewards, with unreachable and unfinishable quests marked.
Gear ladder. A tiered weapon and armour progression for a level band, cloned from the game's own items and rescaled.
Content checks with fixes. Project check finds items nobody can obtain, drops and store entries pointing at nothing, broken quest links and more, most with a one-click fix.
Verify in client. The retail RF Online client goes to every change and its picture is scored against Studio's own.
Real-time co-editing. Studios linked to one server see each other and edit the same table or map at once, row by row.
Project branches. Try an idea on its own copy of the project, switch between branches, compare them and merge one into another, conflicts settled cell by cell.
Blueprints. Save a built zone, a monster, an NPC or a quest chain with its tuned values, and drop it into another map or project.
Player patch notes. Turn the changes review, a branch or two checkpoints into notes for your players in Markdown, text or forum format.
.gommomod format 2. Mods carry game data cells and new and deleted rows, so a built zone ships as one mod, and mods apply in a load order with their overlaps shown.
Blender bridge. Send the model in front to Blender with the GoMMO Bridge add-on, which Studio installs for you, and get every save back into the project, checked against the game's limits first.
Modeling toolkit. Edit vertices, edges and faces, unwrap UVs, sculpt, rig automatically and build LOD chains on the model in front.
Keyframe takes. Sample a clip into keyframe curves and edit it with a dope sheet, a curve editor, layers, mocap cleanup and retargeting.
FBX and OBJ export, BVH import. Export models and clips for other tools, and bring motion capture in.
Pack import. Bring a pack of models and textures into the project in one step, saved as one undo step.
Game look. The viewport draws the RF Online client's fog, gamma, field of view and screen effects while you walk or play.
Upgrade glows. RF Online items show their grade glow from the item tables in the viewer.
Assistant at scale. Claude finds the right Studio tools by search, runs saved recipes and batches of jobs under a budget, and takes a checkpoint before each job.
Checkpoints. Save the project's state by name and return to it later.