WhyAtavism Online ?Atavism Online !
The most advanced MMORPG platform ever
Scalability
Multi tenant software architecture, including dedicated proxy server and separated plugins along with relational database allows you to scale your environment to your needs
Modular design
Atavism from the start was designed to use it in modular way. It means that You can choose what You want to use
Creativity in your hands
Server source code for plugins called AGIS is opened for you. It allows you to be as much creative as you want by designing your own modules and plugins and it's limited only to your imagination and inventions
Royalty Free
We are not taking any royalty fee
How to start
Just a few steps to start your journey with Atavism
AtavismFlexible SubscriptionPermanent License
Atavism X On-Premises Standard Subscription (14 days trial included)
$29/30 days
- Allows 100 Concurrent Users
- Unlimited servers and environments up to the CCU limit
- Comes with Atavism X server software you can host wherever you want
- Comes with Atavism X Standalone Editor for Windows/Mac/Linux
- Comes with Atavism X Editor for Unity
- Full Atavism Demo Unity files same as in Atavism Live Server Demo Setup
- Access to Atavism Plugin server code (AGIS)
- Access to updates
- Pay as you go
- Scale it (downgrade or upgrade) on demand
- Test it for 14 days without any commitments
- Cancel at any time
- No termination fees
Atavism X On-Premises Standard
$499
- Allows 1000 Concurrent Users (can be stacked up to increase the limit)
- Unlimited servers and environments up to the CCU limit
- Comes with Atavism X server software you can host wherever you want
- Comes with Atavism X Standalone Editor for Windows/Mac/Linux
- Comes with Atavism X Editor for Unity
- Full Atavism Demo Unity files same as in Atavism Live Server Demo Setup
- Access to Atavism Plugin server source code (AGIS)
- 180 days of free updates included
AtavismFeaturesOverview
Customizable and extendable
Setup your database information and be able to link directly to it through the editor which allows you to do changes instantly to things pertaining to your MMO game.
Unity Client
Develop with ease
Atavism uses Unity for the client-side tasks, which gives you huge benefits and lets you to use over 50 000 assets from the Unity Asset Store, to speed up your development. For example, if you are not an artist, you can get models and textures from the store to fill that gap easily, for example by using Nature Manufacture foliage, Vegetation Studio Pro for foliage placement, Procedural World packages to shape your world and procedurally generate it. While Unity and associated packages give you the ability to build your map quickly and without any hassle, Atavism lets you focus on defining content for your game like quests, items, players and mobs attributes, abilities, NPCs, resource nodes, interactive objects, and much more, while handling hard tasks like networking and synchronization. Atavism answers for these needs by using Unity as a client foundation. We are also providing many integrations with existing packages, so you could use them out of the box like Enviro which is day & night weather system included in Atavism, or integration with World Streamer, to handle bigger maps, just to name a few.
Atavism OnlineOverview
Best for MMORPG
Conceptually, there are two levels of architecture:
the master server which can control accounts, world server details for multiple worlds, and individual game worlds.
Atavism uses mixed TCP and UDP protocols to handle network traffic, the login process is based on TCP while world messaging is based on UDP as this is the only way to handle a significant amount of traffic. To offload networking Atavism uses a number of performance enhancements like Dynamic Quadtree which limits the number of entities required for streaming around the player, packets aggregation, to reduce the number of packets, native Unity prefabs system to read less important data from the client, and present them like tooltips for items. etc., but also the server uses the caching system, so for performance reasons it loads static data from the database during startup, to work on them, and handles database operations only if necessary, mostly for dynamic content like player progression. Atavism also lets you split the workload of the world server into 17 functional servers like combat, mobs, auction house, and proxy, to just name a few.
A user logs in to the Master Server (authentication server), using credentials, and connects to the newest login manager which is part of the world server infrastructure (can be on a separate server as well). At this stage, the user can change the world server if there is more than one, and create a character within a particular world server, and enter the world. The login process can be secured by an SSL certificate.
Once a user is logged in to the Master Server, he can enter any world for which he is authorized. Each game world runs on a suite of world servers.
The world-specific servers consist of:
- Proxy server: handles communication between the client and all other services.
- Authentication Server: handles user authentications.
- Login server: character selection and creation.
- World Manager Server: controls a world's geography and what PCs and mobs can see using dynamic quadtree functionality.
- Object Manager Server: saves and retrieves permanent object data to and from the world database server. Communicates with the database using JDBC.
- World Database: contains all of the world's persistent information. By default, this is a MySQL/MariaDB database.
- Message Domain Server: facilitates messaging among server processes
- Mob Server: controls mobs and NPCs.
- Combat Server: controls combat functions.
- Inventory/Trading Server: controls objects and secures trading.
- Chat Server: handles all chat-related tasks, including saving all chat commands in the database or the log file.
- Weather Server: controls weather, randomization, and transition which can be adjusted per instance.
- Auction Server: handles auction house functionality.
- Quests Server: controls quests-related tasks.
- Instance Server: handles instances (world, dungeons, private, guild, etc.).
- Faction Server: defines states between entities based on the factions and their relations.
- Prefab Server: handles information about templates like items, effects, abilities, etc. including their icons.
You, control and operate all the above servers. They can run them on separate hardware platforms, if desired, for improved performance.
- INSTANCES
The world is split up into one or more instances. An instance can be a single and contiguous zone defined by a single scene. There is no visibility between instances. except for groups, guilds, chat, and some global messaging. Moving between instances requires a loading screen.
- ZONES
Zones are dynamically partitioned by a quad-tree. The topmost level of the quad-tree represents the entire zone, which is then divided into 4 equal-sized regions by the quad-tree. The four new regions cumulatively cover the entire space of its parent node. As leaf nodes (nodes that have no children) become populated by objects and users, the server will further subdivide regions using the same algorithm. All objects are placed into the quad-tree to make it easier to find out what is near an object. This allows the server to consider only a subset of all objects it knows about when performing distance checks. For example, when a user moves around and comes close to an object, the server tells the client about the new object. Using the quad-tree nodes, the server compares the client's distance only with objects within the user's current quad-tree node and adjacent ones which are within the user perception range.
- MULTIPLE INSTANCES/ZONES
When do you need a new instance (as opposed to a quad-tree region)? When you cannot fit your content into an existing instance, you need to create a new instance. This may happen in the following scenarios: your world is extremely big or the new area does not occupy the same space, as is with instanced dungeons, or you enter a house that is bigger than its physical structure. Instances are also used to partition large player populations or create private spaces. When a PC moves from one area to another, it is called instancing or zoning. The client will switch to a loading screen while it's loading the new zone. Game developers have to keep this in mind when designing gameplay. The client does not see or know about zones other than the ones it is occupying.
Atavism Online Server Architecture
Best Solid scalable solution
Advanced Multithreading
Atavism leverages Java EE for its multithreaded architecture, offering exceptional scalability. It can even run on cost-effective platforms like ARM-based machines, which excel in multicore operations, delivering high performance at a lower cost.
Flexible Authentication via WEB API
Seamlessly integrate Atavism with any user system, including web-based userbases for registrations. The Web API provides the flexibility to manage subscriptions, web purchases, and other custom functionalities, ensuring smooth integration and extensibility.
Modular Architecture
Atavism is divided into multiple specialized services such as Authentication, World Combat, Instances, Object Manager, World Manager, Proxy, Mobs, Arena, World Builder, Auction House, Faction, Chat, Weather, Quests, and Prefab Manager. This modular design ensures streamlined functionality and enhanced customizability.
Cross-Platform Compatibility
Use the same server to support clients across PC, mobile devices, and consoles. This approach not only simplifies development but also maximizes audience reach. Cross-platform support is a critical factor in boosting player engagement and ensuring your game's success.
Dynamic Load Management
Atavism's services can be distributed across multiple machines, balancing workloads and accommodating more players. It dynamically opens or closes instances and maps based on player demand, optimizing resource usage by shutting down unused instances when they’re empty.
Scalable Services on Demand
Add more services as needed to handle increasing demand. Key services like Proxy, World Manager, Combat, and Mobs can be replicated to maximize scalability and performance, ensuring a seamless experience for large player bases.
On-Premise Hosting
Avoid the high costs of third-party service providers by hosting Atavism on your own infrastructure. Whether it’s on a dedicated server or your local PC, you have full control over your development environment, reducing expenses and providing flexibility.







Advanced Multithreading
Atavism leverages Java EE for its multithreaded architecture, offering exceptional scalability. It can even run on cost-effective platforms like ARM-based machines, which excel in multicore operations, delivering high performance at a lower cost.

Flexible Authentication via WEB API
Seamlessly integrate Atavism with any user system, including web-based userbases for registrations. The Web API provides the flexibility to manage subscriptions, web purchases, and other custom functionalities, ensuring smooth integration and extensibility.

Modular Architecture
Atavism is divided into multiple specialized services such as Authentication, World Combat, Instances, Object Manager, World Manager, Proxy, Mobs, Arena, World Builder, Auction House, Faction, Chat, Weather, Quests, and Prefab Manager. This modular design ensures streamlined functionality and enhanced customizability.

Cross-Platform Compatibility
Use the same server to support clients across PC, mobile devices, and consoles. This approach not only simplifies development but also maximizes audience reach. Cross-platform support is a critical factor in boosting player engagement and ensuring your game's success.

Dynamic Load Management
Atavism's services can be distributed across multiple machines, balancing workloads and accommodating more players. It dynamically opens or closes instances and maps based on player demand, optimizing resource usage by shutting down unused instances when they’re empty.

Scalable Services on Demand
Add more services as needed to handle increasing demand. Key services like Proxy, World Manager, Combat, and Mobs can be replicated to maximize scalability and performance, ensuring a seamless experience for large player bases.

On-Premise Hosting
void the high costs of third-party service providers by hosting Atavism on your own infrastructure. Whether it’s on a dedicated server or your local PC, you have full control over your development environment, reducing expenses and providing flexibility.

Atavism Online is a cluster of server processes designed to operate within a platform or cloud environment.
The newest Atavism servers are developed in Java 17 and a small portion is in Python. Most elements are multithreaded, to use the resources of your server in the most efficient way, and provide an amazing scalability level.
Servers connect to each other by agents that are subscribing to the domain server.
Atavism Online is a cluster of server processes designed to operate within a platform or cloud environment.
The newest Atavism servers are developed in Java 17 and a small portion is in Python. Most elements are multithreaded, to use the resources of your server in the most efficient way, and provide an amazing scalability level.
Atavism provides a true full-fledged massive virtual world for Unity. This is possible thanks to optioning to split the workload between functional servers like combat server, auction house server, proxy server, mobs server, arena server login manager server, etc. up to 17 servers (one of each type). There is also a horizontal scaling feature that lets you start multiple of the most demanding services like proxy, world, mobs, and combat to split the workload even more.
Servers connect to each other by agents that are subscribing to the domain server.