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Oxidia — an Open Tibia server written in Rust (protocol 10.98, OTClient Redemption)

diegoQuinas

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diegoQuinas
Hey everyone,

I've been building Oxidia, a from-scratch Open Tibia server in Rust targeting protocol 10.98 and the OTClient Redemption client. The repo is public: GitHub - diegoQuinas/oxidia: Oxidia — an Open Tibia server written in Rust (protocol 10.98, OTClient Redemption) (https://github.com/diegoQuinas/oxidia)


Current state (pre-alpha)

The full milestone chain M0–M10.2 is done and accepted live:

- ✅ Login server — RSA, XTEA, Adler-32, char list
- ✅ Formats — .otb / .otbm parsers (26k items, 340k tiles on the real forgotten.otbm)
- ✅ Enter game — real map render in OTClient Redemption
- ✅ Walk — directional + diagonal, floor changes (stairs/teleporters walk-driven), collision
- ✅ Multiplayer — spectators, see others walk and get damaged
- ✅ Chat — say / whisper / yell + default channel
- ✅ Combat — melee PvP, death, respawn, protected zones, ESC stop-attack
- ✅ Persistence — SQLite, per-character save/load, graceful shutdown flush
- ✅ Ground items — real OTBM stacks, look-at with TFS-faithful text, dynamic overlay, item move (throw-range + line-of-sight)
- ✅ Equipment slots — equip/unequip, pickup/drop, weight/cap, persisted inventory
- ✅ GM commands — /item, /teleport, /goto, /temple, /help registry

309 tests, clippy clean, zero unsafe. No monsters or Lua yet — that's M11–M12.

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What's next

- M10.3 — containers (backpacks, nested, use-to-open)
- M11 — Lua runtime (mlua) for hot-reloadable content hooks
- M12 — creatures, AI, A* pathfinding

Full roadmap in the repo.

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Feedback welcome — especially from anyone who's dug into OT protocol internals or Rust async. Happy to answer questions about the architecture.
 
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