Upcoming: Ashes Of Jin

  • Remember! Never use the same account usernames and password across different servers!
Mu online season 21 - grand opening

NightScare

Legend
Legendary
Nov 11, 2005
3,071
225
290
Nottingham
Hi everyone — thanks for your patience. Here’s the updated Ashes of Jin timeline.

First off, sorry for the lack of communication over the Christmas period — we’ve all been tied up with family/work and pushing things along behind the scenes.

We did miss our current deadlines, but that was a deliberate call: as the game came together it was clear it needed more time to hit the quality bar we want for launch.

The dates shown are hard internal deadlines for us, and our goal is to not push anything back. If anything changes, we’ll be transparent and let you know immediately.

Going into the new year, we’ll be sharing weekly progress updates so you can follow development as it happens
1767173233377.png
1767173195744.png
1767173209138.png
 

Slayer1985

Mir 1.4
Veteran
Jan 20, 2014
344
105
70
With a release date of September 2026 your best off deleting everything , vanish for 6months and actually hype the server when it’s less than 2 weeks from launch.
 
  • Carrot
Reactions: NightScare

Flashy

LOMCN Member
Nov 4, 2022
91
59
20
I will let all the game publishers know they have been doing it wrong.

You may of just single handily saved the industry billions.
But you’re not a game publisher advertising a AAA game 6 months before release that will have thousands following until release.
You are releasing a 20 year old game which you don’t own any rights to and expect the 300 odd players left in the community to follow it for a year like it’s gta 6?
Sometimes a reality check is needed because this isn’t Steam and this certainly isn’t a hate post against you but boy…
Slayer is right. Disappear for a while then rehype it when the times right.
This kind of early hype could be a detrimental downfall to launch.
Your discord is completely silent daily and has a total of 187 members.
Game publishers are doing it right but I am not so sure you are.

The game looks very promising and unique.
At least keep people updated so you don’t disappear into an abyss.
 
  • Like
Reactions: Slayer1985

Celsius

Golden Oldie
Golden Oldie
Dec 31, 2008
1,179
63
134
But you’re not a game publisher advertising a AAA game 6 months before release that will have thousands following until release.
You are releasing a 20 year old game which you don’t own any rights to and expect the 300 odd players left in the community to follow it for a year like it’s gta 6?
Sometimes a reality check is needed because this isn’t Steam and this certainly isn’t a hate post against you but boy…
Slayer is right. Disappear for a while then rehype it when the times right.
This kind of early hype could be a detrimental downfall to launch.
Your discord is completely silent daily and has a total of 187 members.
Game publishers are doing it right but I am not so sure you are.

The game looks very promising and unique.
At least keep people updated so you don’t disappear into an abyss.
We're not doing it for hype.

We want to build a server that can have some serious longevity to it, and to achieve that we want to engage the community to get constant feedback on ideas, mechanics, gameplay etc. The more input from people we have, the better rounded the game will become.

Agree with your point on radio silence, we'll get that sorted.
 
  • Like
Reactions: Jambo and Tai

Celsius

Golden Oldie
Golden Oldie
Dec 31, 2008
1,179
63
134

Development Update​

A quick progress update following the recent alpha and some fairly major changes behind the scenes, along with some downtime whilst we both enjoyed Christmas.

Server and infrastructure
The server has now been fully converted to run on Linux. The alpha build ran comfortably on a small VPS for an extended period with no stability or performance issues, which gives us a lot of confidence in the current architecture going forward.

Account system overhaul
Account authentication has been fully abstracted away from the core game and now uses Supabase as the backend. This allows the website and the game client to share a single account system, while fully abstracting passwords away from us, we never see or store player passwords. Players now login through a web view into the website through the launcher, which passes all necessary authentication tokens to the server to login.

It also enables self-service password recovery, much stricter account validation, and optional features like 2FA when needed, for example in cases where we suspect account sharing. Longer term, this also allows us to support social sign-in such as Google, Facebook, X, and Discord, and to better protect players through automated detection of leaked or compromised passwords.

Spell system rebuild
We made a late but deliberate decision to completely rebuild the spell system. Every spell now has an associated spell path that changes how it functions after reaching certain levels. Each class has 11 spells currently, with 3 distinct paths per spell, massively increasing character customisation and long-term build diversity.

Alpha bug fixes
A huge thank you to everyone who took part in the alpha. We have worked through the majority of reported issues and squashed a large number of bugs as a direct result of your feedback.

Cutscene engine
A lightweight cutscene engine has been built, allowing us to introduce more immersion during questlines and to explain lore in a much more engaging way than static dialogue alone.

Graphics engine changes
The graphics engine has been updated to more closely mimic the original Delphi behaviour, particularly around movement and how the map scrolls beneath the player. Alpha feedback on overall smoothness has been very positive.

Character movement
Running has been adjusted to correctly account for diagonal movement and to improve general responsiveness and flow.

Melee combat rework
Melee attacks have been fully reworked. This goes beyond client-side hitbox tweaks; the sequencing of when a player can be hit has been adjusted to behave much closer to the original Delphi files, resulting in more consistent and predictable combat.


While none of the above are big flashy headline features, they are all critical to bringing back the Mir that people remember and love, while building it on modern, maintainable and scalable infrastructure. A lot of foundational work is now being wrapped up, which means we can shift focus back towards building out new in-game content again very soon.
 

Celsius

Golden Oldie
Golden Oldie
Dec 31, 2008
1,179
63
134

Wizard Spell Path Preview​


This update introduces spell paths for Wizards, turning each spell into a meaningful choice rather than a straight upgrade. Instead of simply increasing numbers, each path alters how a spell behaves, allowing Wizards to specialise into control, sustain, burst, or survivability depending on their build and playstyle.




StormBrand​


Base
A focused thunderbolt used as the Wizard’s primary single target spell.


Path I – Chainlash
Transforms StormBrand into a cleave style spell, allowing the bolt to jump to additional enemies. Best suited for dungeon pulls and clustered encounters.


Path II – Sky Mark
Marks enemies, restoring mana whenever they are damaged. This path rewards aggressive, continuous casting and improves mana sustain in longer fights.


Path III – Surge Pulse
Introduces burst potential by giving StormBrand a chance to instantly fire an additional bolt, favouring fast paced, damage focused builds.




Tempest Arc​


Base
A cone based lightning attack designed for close to mid range combat.


Path I – Stormfront
Adds crowd control by slowing enemies hit, helping Wizards manage spacing and kite more effectively.


Path II – Electric Burn
Applies a lingering electric burn that deals damage over time, rewarding sustained pressure rather than immediate burst.


Path III – Static Barrier
Converts offence into defence by charging a temporary protective field with each hit, allowing Wizards to stay aggressive while mitigating incoming damage.




Chain of Storms​


Base
A chaining electric shock primarily used for monster control and taming.


Path I – Stormkeeper’s Oath
Increases the number of monsters affected at the cost of stun effects. Designed for efficient farming and control over larger groups.


Path II – Tempest Seal
Maintains classic behaviour by applying a stun during taming, favouring safer and more controlled gameplay.


Path III – Chain of Judgment
Refocuses the spell for PvP, allowing it to stun players while no longer affecting monsters. Stunned players cannot move or be attacked, turning the spell into a tactical control tool rather than a damage source.




Arcane Pulse​


Base
A repulsion spell that pushes enemies away from the caster.


Path I – Force Echo
Enhances the knockback by increasing its range and area, with the potential to push enemies even further. Ideal for spacing and zone control.


Path II – Shatter Impact
Adds brief stun potential to enemies hit by the repulsion, creating short windows of control instead of pure displacement.


Path III – Mana Draw
Restores mana for each enemy pushed, encouraging use in larger engagements and rewarding effective crowd control.




Ember Pillar​


Base
A stationary firewall style spell that creates an area of denial.


Path I – Infernal Reach
Focuses on battlefield dominance by allowing more pillars to exist simultaneously while increasing their presence and uptime.


Path II – Flame Sanctum
Turns Ember Pillar into a defensive zone, reducing damage taken while standing within your own flames and encouraging positional play.


Path III – Ashen Renewal
Trades raw damage for survivability, offering a chance to recover health when damaging players, making it more viable in prolonged fights.




Aegis Veil​


Base
A magic shield that reduces incoming damage.


Path I – Runebound Guard
Converts absorbed damage into mana, reinforcing a defensive and sustain oriented Wizard build.


Path II – Mirror Break
Introduces counterplay by potentially releasing a knockback when the shield collapses, punishing enemies who overcommit.


Path III – Arcane Flow
Balances offence and defence by increasing damage dealt while the shield is active, at the cost of reduced protection.




Design Intent​

Spell paths are designed to create real build identity. Two Wizards using the same spell may now play very differently depending on their chosen path. This system will continue to expand across all classes as we rebuild spells with depth, choice, and long term progression in mind.
 

Hercules

Prime Hunter
Untrusted Member
Jun 4, 2018
2,039
1,013
190
Kent - England

Wizard Spell Path Preview​


This update introduces spell paths for Wizards, turning each spell into a meaningful choice rather than a straight upgrade. Instead of simply increasing numbers, each path alters how a spell behaves, allowing Wizards to specialise into control, sustain, burst, or survivability depending on their build and playstyle.




StormBrand​


Base
A focused thunderbolt used as the Wizard’s primary single target spell.


Path I – Chainlash
Transforms StormBrand into a cleave style spell, allowing the bolt to jump to additional enemies. Best suited for dungeon pulls and clustered encounters.


Path II – Sky Mark
Marks enemies, restoring mana whenever they are damaged. This path rewards aggressive, continuous casting and improves mana sustain in longer fights.


Path III – Surge Pulse
Introduces burst potential by giving StormBrand a chance to instantly fire an additional bolt, favouring fast paced, damage focused builds.




Tempest Arc​


Base
A cone based lightning attack designed for close to mid range combat.


Path I – Stormfront
Adds crowd control by slowing enemies hit, helping Wizards manage spacing and kite more effectively.


Path II – Electric Burn
Applies a lingering electric burn that deals damage over time, rewarding sustained pressure rather than immediate burst.


Path III – Static Barrier
Converts offence into defence by charging a temporary protective field with each hit, allowing Wizards to stay aggressive while mitigating incoming damage.




Chain of Storms​


Base
A chaining electric shock primarily used for monster control and taming.


Path I – Stormkeeper’s Oath
Increases the number of monsters affected at the cost of stun effects. Designed for efficient farming and control over larger groups.


Path II – Tempest Seal
Maintains classic behaviour by applying a stun during taming, favouring safer and more controlled gameplay.


Path III – Chain of Judgment
Refocuses the spell for PvP, allowing it to stun players while no longer affecting monsters. Stunned players cannot move or be attacked, turning the spell into a tactical control tool rather than a damage source.




Arcane Pulse​


Base
A repulsion spell that pushes enemies away from the caster.


Path I – Force Echo
Enhances the knockback by increasing its range and area, with the potential to push enemies even further. Ideal for spacing and zone control.


Path II – Shatter Impact
Adds brief stun potential to enemies hit by the repulsion, creating short windows of control instead of pure displacement.


Path III – Mana Draw
Restores mana for each enemy pushed, encouraging use in larger engagements and rewarding effective crowd control.




Ember Pillar​


Base
A stationary firewall style spell that creates an area of denial.


Path I – Infernal Reach
Focuses on battlefield dominance by allowing more pillars to exist simultaneously while increasing their presence and uptime.


Path II – Flame Sanctum
Turns Ember Pillar into a defensive zone, reducing damage taken while standing within your own flames and encouraging positional play.


Path III – Ashen Renewal
Trades raw damage for survivability, offering a chance to recover health when damaging players, making it more viable in prolonged fights.




Aegis Veil​


Base
A magic shield that reduces incoming damage.


Path I – Runebound Guard
Converts absorbed damage into mana, reinforcing a defensive and sustain oriented Wizard build.


Path II – Mirror Break
Introduces counterplay by potentially releasing a knockback when the shield collapses, punishing enemies who overcommit.


Path III – Arcane Flow
Balances offence and defence by increasing damage dealt while the shield is active, at the cost of reduced protection.




Design Intent​

Spell paths are designed to create real build identity. Two Wizards using the same spell may now play very differently depending on their chosen path. This system will continue to expand across all classes as we rebuild spells with depth, choice, and long term progression in mind.

Ultra in-depth and decent to see, going to need to revise for this one 🤓
 
  • Haha
Reactions: Silencer

NightScare

Legend
Legendary
Nov 11, 2005
3,071
225
290
Nottingham
Closed Beta applications are now open.

We’re selecting 30 players to join the next stage and get early access to help shape the game.

To apply, log in to your account on our website and submit your application.

Applications close on 20th March, and selected players will be contacted by 22nd March.

Closed beta begins 31st March

If you want in, get your application in before the deadline.
 

Attachments

  • closednbeta.png
    closednbeta.png
    80.2 KB · Views: 31