Upcoming: Ashes Of Jin

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Mu online season 21 - grand opening

NightScare

Legend
Legendary
Nov 11, 2005
3,071
225
290
Nottingham
Note: Website and more information coming as we develop. - Any screenshots you see currently are off alpha and will not be the final version.
ETA: September 2026

Youtube - https://www.youtube.com/@ashesofjin
Discord: - https://discord.com/invite/SvUzxDppwD
Website - https://ashesofjin.com/
Facebook - https://www.facebook.com/people/Ashes-Of-Jin/61579070626228/


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Ashes of Jin – A New Dawn Begins
Low-rate | Long-term | Non-P2W

Welcome to Ashes of Jin, a brand-new low-rate MMORPG server built from the ground up for sustainability, performance, and innovation. A story driven mmorpg with a living breathing world. This MMORPG is specially designed for players who love Mir/Runescape/Ultima online and oldskool mmorpgs.

Heavily Refined
We’ve taken the game and overhauled them for performance - leaner, faster, and built to last. No bloated Windows Server costs here. Includes Anti-bot and anti-cheat measures.

Zero Tolerance Policy
Ashes of Jin is a fair-play environment. We’ve custom-coded systems to actively detect botting, automation, account sharing, paid leveling, and gold selling. If you’re caught, you’re gone — no warnings, no second chances. Our team has invested heavily in proactive detection to ensure an honest and competitive game for all players. - - This is something I am very passionate about.

Our Vision

Ashes of Jin is a server built for players who enjoy more than just the race to “endgame.” Whether you're a crafter chasing the perfect sale, a PvPer hungry for glory, a dungeon-delver chasing rare drops, or just someone who wants to chill and take it all in — there’s a place for you here.

We’re bringing back the classic MMORPG feell: low rates, meaningful progression, and a slower pace where every item matters. But this isn't a nostalgia clone — every map and item has been reimagined from the ground up, in 4K and full of fresh surprises.

No Pay-to-Win. No shortcuts. Just pure MMORPG.

Classes
To begin with, it will just be Warrior, Wizard and Taoist.

The Team
@NightScare and @Celsius

Ashes of Jin has been in active development for over 2 years, crafted by a veteran team of software professionals.
Our core team members have had long careers and a wide depth of experience in Linux System administration, Site Reliability Engineering, Software Development and Product — combining deep expertise in infrastructure, system design, product design and user experience we hope to bring you something truely unique.

We’re applying modern engineering practices and cutting-edge AI technologies to create a living, breathing MMORPG — one that isn’t just stable and scalable, but also reactive, evolving, and genuinely alive. From smart enemy behaviors to our unique AI-driven world boss, Ashes of Jin delivers a next-gen fantasy experience built to endure.

Monetisation Philosophy
We use Game Gold, earned through gameplay or real money, for quality-of-life items. Optional Premium Accounts exist for more quality-of-life items, but the power remains with players.


Core Features

A New World and Experience.

Step into a world where nothing is reused or recycled. Every map has been handcrafted using new high definition assets— reimagined with purpose, atmosphere, and secrets to uncover. Caves aren't just places to grind — they're layered encounters with hidden tombs, winding passages, and buried lore.

  • Every map is custom-built — no filler, no shortcuts.
  • All items are unique, reimagined in stunning 4K detail.
  • A sleek, modern UI built for clarity and immersion - specially designed and resized for HD play.

This isn’t just another server — it’s a world waiting to be explored.

ui-items.jpg
Spell EXP Toggle System
Choose whether to level your spells or your character - a new layer of strategy and progression. Spells damage and effect have been reworked to ensure they are relevant and worth levelling.

Profession System
Pick 2 out of 6 unique professions to tailor your playstyle. Craft, enhance, or dominate - your path, your choice. Each choice is vital to the global economy.

Capturable Caves
Guilds can now capture caves, granting buffs and bragging rights. PVE becomes a strategic race.

AI World Threat: The Jiangshi

It doesn’t spawn. It arrives.
It doesn’t drop loot. It changes the map.

The Jiangshi is a living, evolving force powered by real AI — capable of corrupting beasts, raiding strongholds, and turning settlements into cursed outposts. When it captures a town, the world changes until players take it back.

It grows stronger with every soul it claims, learning spells from the fallen and commanding monsters once bound to dungeons. Ignore it, and it may claim the entire province. Fight it, and risk everything.

This isn’t just a boss fight.
This is a war you can lose.

Data driven decisions
Every action and outcome is logged and stored so the development team can make data driven balance decisions, We can easily see exactly where the gold and items are dropping, how often and the current state of the economy and game. This will enable us to really fine tune the game in a way that has never been seen before.


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Website - www.ashesofjin.com
Facebook - https://www.facebook.com/people/Ashes-Of-Jin/61579070626228/


Any screenshots you see currently are off alpha and will not be the final version.
 
Last edited:

KingCobra92

LOMCN Member
Untrusted Member
Veteran
Feb 9, 2015
1,077
314
145
Your previous servers were very fun. If they are anything to go by this should be good
 
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tinmymouthpl0x
Staff member
Administrator
May 19, 2003
20,683
34
3,287
520
Would be good to see more than one screenshot.

Also theres a typo in your first image - "Ashsess"
 

NightScare

Legend
Legendary
Nov 11, 2005
3,071
225
290
Nottingham
Would be good to see more than one screenshot.

Also theres a typo in your first image - "Ashsess"


We're just getting started with the content phase, so expect more updates as development progresses. So far, most of our work has been focused on minimal viable systems, backend code changes and map creation. -> Essentially, everything works but nothing looks pretty.

In the near future, we'll be launching a website, Discord server, and Facebook page — along with monthly video dev journals that dive into our features and progress.

For now, this post is simply to put us on the map and judge initial reactions.
 
Last edited:
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astrix

LOMCN Veteran
Veteran
Feb 16, 2011
473
303
90
I enjoyed playing your server many many years ago. Best of luck brather
 

Celsius

Golden Oldie
Golden Oldie
Dec 31, 2008
1,179
63
134
Hi everyone!

We’ve just pushed one of our biggest under-the-hood releases yet, focused on raw speed, lower resource usage, and future‑proof flexibility. Here’s what landed:

Cross-Platform Server
The server is now OS‑agnostic and can be deployed on Windows or any major Linux distribution with no code tweaks.

Database Overhaul - From Flat Files to ORM
  • Replaced bespoke flat‑file storage with a modern ORM layer.
  • Cleaner schemas and lazy‑loading yield faster queries and simpler to build on.
  • Allows us to run the server on any number of different database technologies.
Advanced Caching
A brand‑new caching layer slashes memory pressure while keeping hot data in RAM. Average usage sits under 1 GB.

CPU Performance Gains
Hot paths were micro‑optimised and parallelised:
  • Critical routines: 16 seconds ➜ 5‑10 milliseconds (~99.97 % faster!)
  • Higher tick rates & spare CPU for new systems.
What This Means for Players

Whilst these improvements will offer a silky smooth and reliable gameplay experience for players, our main aim is to adhere to our monetisation philosophy of creating a game that is not pay to win.

A more performant game takes less resource, meaning it’s cheaper to run, allowing us to pass that on to the players through better gameplay and in game economics.



Coming next
We'll be turning our attention to the client next, with the aim to improve the performance of it. Everything from CPU and memory usage to graphics processing.

We'll also be looking at the gameplay of the Crystal client and bringing it much closer to the Delphi files:
- Smoother movement
- Better PVP hitboxes
- More performant graphics rendering to reduce the 'janky' movement
 

Breezer

Legend
Legendary
Jul 16, 2004
3,684
845
345
Hi everyone!

We’ve just pushed one of our biggest under-the-hood releases yet, focused on raw speed, lower resource usage, and future‑proof flexibility. Here’s what landed:

Cross-Platform Server
The server is now OS‑agnostic and can be deployed on Windows or any major Linux distribution with no code tweaks.

Database Overhaul - From Flat Files to ORM
  • Replaced bespoke flat‑file storage with a modern ORM layer.
  • Cleaner schemas and lazy‑loading yield faster queries and simpler to build on.
  • Allows us to run the server on any number of different database technologies.
Advanced Caching
A brand‑new caching layer slashes memory pressure while keeping hot data in RAM. Average usage sits under 1 GB.

CPU Performance Gains
Hot paths were micro‑optimised and parallelised:
  • Critical routines: 16 seconds ➜ 5‑10 milliseconds (~99.97 % faster!)
  • Higher tick rates & spare CPU for new systems.
What This Means for Players

Whilst these improvements will offer a silky smooth and reliable gameplay experience for players, our main aim is to adhere to our monetisation philosophy of creating a game that is not pay to win.

A more performant game takes less resource, meaning it’s cheaper to run, allowing us to pass that on to the players through better gameplay and in game economics.



Coming next
We'll be turning our attention to the client next, with the aim to improve the performance of it. Everything from CPU and memory usage to graphics processing.

We'll also be looking at the gameplay of the Crystal client and bringing it much closer to the Delphi files:
- Smoother movement
- Better PVP hitboxes
- More performant graphics rendering to reduce the 'janky' movement

Good work here, the biggest difference I saw with Crystal vs Delphi movement was the Diagonal Adjustment.

And I'm glad someone is taking the performance of client seriously, the graphics need a good overhaul, looking forward to seeing what approach you take.
 
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KingCobra92

LOMCN Member
Untrusted Member
Veteran
Feb 9, 2015
1,077
314
145
Nice to see the focus on client performance and PvP mechanics ( the real reason we play ) rather than fishing or some bollocks
 
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BlackWizz

Dedicated Member
Dedicated Member
Jan 31, 2017
681
2
158
85
seems like he prepare client for Fishing/Mining 30 accounts per pc was not enough he want to be like 50 accounts per pc so this server will reach 1000 usercount:)))
If u add AutoPlay will be 2k
 

NightScare

Legend
Legendary
Nov 11, 2005
3,071
225
290
Nottingham
seems like he prepare client for Fishing/Mining 30 accounts per pc was not enough he want to be like 50 accounts per pc so this server will reach 1000 usercount:)))
If u add AutoPlay will be 2k

No AFK mechanics will be present. I hate them. No Mining, no fishing. no autoplay.

From the first post -

Zero Tolerance Policy
Ashes of Jin is a fair-play environment. We’ve custom-coded systems to actively detect botting, automation, account sharing, paid leveling, and gold selling. If you’re caught, you’re gone — no warnings, no second chances. Our team has invested heavily in proactive detection to ensure an honest and competitive game for all players. - - This is something we are very passionate about.