The 4.0 update: Analyzing changes and mistakes


Hello NetherGames-Community!
This Devblog is not an as-technical dev blog as the other ones we have made so far(but there will be more of those, too!).
Our main intention here is to give you an overview of what we have been doing behind the scenes in the last couple of months, great new improvements that we have been working on, as well as reviewing our approach critically and outlining key mistakes made during the development.

During the last months, we hardly worked on implementing the new Version 4.0 of the server-software we are using, PocketMine-MP.
This version was a major change of many network components and included performance advancements for certain actions.

This required a whole recode of the entire NetherGames codebase, the reason why there haven't been updates for any of the existing games prior to the 4.0 update for quite some time.

Reason for the update

The core reasons for us switching to 4.0 were the following:
  • Improvements in performance
  • Improvements on the network layer
  • Improvements on the code readability and structure
  • Future safety
One of the main reasons was future-safety. At some point, we would have been forced to change anyway, as the old version, 3.0, won't support the newest Minecraft versions forever. It was our decision that switching now would give us an advantage in the future, as we can focus on improving the network instead of worrying about the compatibility with future Minecraft versions.

Updates, fixes, integrations

We used this huge rework to update the whole NetherGames codebase to our standards and to do some long-overdue changes to the infrastructure, the biggest one being namely saving player data by XUID instead of usernames. The XUID is a unique identifier used to identify each Xbox-account.
Prior to the rework, players would lose their rank and other data when changing their XBOX username, requiring you to buy a transfer token to transfer the data. Thanks to the update, this is no longer the case. Datasets are now saved using your Xbox ID as the key. When joining with a new name, your data will automatically be migrated.

We also reworked the overall look of the network, with a rework of the cosmetics store (ingame)(@Driesboy), aswell as the implementation of a server-sided resource pack introducing fancy emojis in our scoreboards (@XenialDan). The whole network was updated, with both visible and not-visible changes.
Another change is the implementation of our Network Communication System, NetSys, in many places. It was integrated in the ping command, the guilds system, guild chat and many other places. You can read more about it here.

Another major change is the AntiCheat. We are currently working on improving the newly made AntiCheat as much as we can. Our dedicated AntiCheat-Developer, @radondev, put a lot of effort into bringing this new system to you, with updated checks, checks for a huge variety of cheats, aswell as hopefully a very small effect on gameplay.

Beta Testing

Before we released the update, there was a public beta on our beta network, accessible through an NPC in the lobby aswell as the usual IP, ngbeta.nethergames.org. We used that to figure out possible issues that might occur, spectate system behaviour when players are actually just playing aswell as measuring performance and resource consumption.
To enable players to test features usually limited to VIP Players, every player on the beta network would have the Titan rank as default, with all permissions that came with it.


Analyzing mistakes

The new Proxy


During the update, we also implemented a new proxy, mainly the work of me (Tobias) and Alemiz. We are the developers of our current production-proxy, Waterdog.
During this update, we introduced a newly developed proxy, built from scratch. It was planned to become public to everyone, NetherGames being a test to prove its functionality and performance.
Unluckily, shortly after pushing the new update, we needed to revert this change and reimplement the old proxy, Waterdog.
This was because of several issues caused by the new proxy:
  • Chunk loading taking a lot of time
  • Server joining issues caused by timeouts
  • Degraded performance and memory leaks.
This was of course a hit, as we worked hard on developing this proxy, but it also shows us something very important:

Benchmarks ain't it all

Prior to the update, we had a good belief that we can push this proxy to the live-servers without worrying about performance. This came as we ran benchmarks before, with up to a thousand bots per instance, where the load on the proxy was reasonably low. This raises the question of why that changed in production.
The answer to that question is simple: The bots just do nothing. On the live-servers, each player is executing a lot of actions per minute, whether that's moving around, switching servers, pvping, or simply joining and leaving. The bots we used to benchmark were static, so they wouldn't actually do any of those actions, and by that, had a lot lower performance impact than the actual players.

The server joining issues were caused by timeouts. Timeouts happen when we request data from any kind of endpoint, and don't receive it in a reasonable amount of time.
This was caused by our network library, Cloudburst/Network. When switching servers or in general when moving on a server, we are creating connections from our proxy to the actual game server (bedwars, skywars..) and forward the player's interactions, modifying anything required. The network library had an issue where data packets from a game server would arrive at the wrong end on the proxy, effectively causing a packet-loss. If this happened too often, the session would time out, as it didn't receive any data for a set amount of time. This caused frequent disconnects for players.

Database migration issues
In the first 24 hours of the update, many players effectively lost their ranks and stats. This was caused by an issue in our database migration process. The update contained changes to the database structure, such as the change to Xuids, which needed to be applied to the live-database. Due to an issue on our side, datasets were messed up, causing the server to load the wrong player datasets. Shortly after we deployed the update, we were made aware of this and worked on a fix. About a day later, we used backups made prior to the update to restore the previous data. After doing so, we (@Driesboy) configured the database correctly so this time, the data would not be corrupted but instead load and process correctly.
Fixing this issue caused the achievements of the players for the time between the initial deployment and the deployment of the patch to go lost, but it restored the overall player data.

The future
One of the key aspects of this update was establishing a stable codebase we can work and improve on. This was important to us, as a stable and well-made codebase is the key to fast and high-quality code.
We have a huge amount of very exciting projects to come in the future, that we hope will excite you and make NetherGames even greater than it is.

Bugs
As with any update we publish to the server, we expect there to be bugs, as humans make mistakes. Some of those issues were already solved, such as slow chunk loading, all skins being steve, servers crashing, blocks regularly bugging away when jump-bridging.. the list goes on. But we also want to encourage everyone to report bugs encountered during gameplay to us on our discord server.

Thank you
A big thank-you is due for all the Members of the Server-Development Team, rewriting literally every single piece of code that is running NetherGames. This includes all Gamemodes, our core systems, as well as libraries and other dependencies we are relying on. They have been doing an amazing job on updating the whole network, restructuring it, and giving it a different look and feel.
Got interested in working with us on this great project, powering a server played by more than 1.3 Million unique players so far?
Check out our Vacancies for the paid developer position!


Thanks for your attention, and we wish everyone a great rest of the year!

 

Hello NetherGames-Community!
This Devblog is not an as-technical dev blog as the other ones we have made so far(but there will be more of those, too!).
Our main intention here is to give you an overview of what we have been doing behind the scenes in the last couple of months, great new improvements that we have been working on, as well as reviewing our approach critically and outlining key mistakes made during the development.

During the last months, we hardly worked on implementing the new Version 4.0 of the server-software we are using, PocketMine-MP.
This version was a major change of many network components and included performance advancements for certain actions.

This required a whole recode of the entire NetherGames codebase, the reason why there haven't been updates for any of the existing games prior to the 4.0 update for quite some time.

Reason for the update

The core reasons for us switching to 4.0 were the following:
  • Improvements in performance
  • Improvements on the network layer
  • Improvements on the code readability and structure
  • Future safety
One of the main reasons was future-safety. At some point, we would have been forced to change anyway, as the old version, 3.0, won't support the newest Minecraft versions forever. It was our decision that switching now would give us an advantage in the future, as we can focus on improving the network instead of worrying about the compatibility with future Minecraft versions.

Updates, fixes, integrations

We used this huge rework to update the whole NetherGames codebase to our standards and to do some long-overdue changes to the infrastructure, the biggest one being namely saving player data by XUID instead of usernames. The XUID is a unique identifier used to identify each Xbox-account.
Prior to the rework, players would lose their rank and other data when changing their XBOX username, requiring you to buy a transfer token to transfer the data. Thanks to the update, this is no longer the case. Datasets are now saved using your Xbox ID as the key. When joining with a new name, your data will automatically be migrated.

We also reworked the overall look of the network, with a rework of the cosmetics store (ingame)(@Driesboy), aswell as the implementation of a server-sided resource pack introducing fancy emojis in our scoreboards (@XenialDan). The whole network was updated, with both visible and not-visible changes.
Another change is the implementation of our Network Communication System, NetSys, in many places. It was integrated in the ping command, the guilds system, guild chat and many other places. You can read more about it here.

Another major change is the AntiCheat. We are currently working on improving the newly made AntiCheat as much as we can. Our dedicated AntiCheat-Developer, @radondev, put a lot of effort into bringing this new system to you, with updated checks, checks for a huge variety of cheats, aswell as hopefully a very small effect on gameplay.

Beta Testing

Before we released the update, there was a public beta on our beta network, accessible through an NPC in the lobby aswell as the usual IP, ngbeta.nethergames.org. We used that to figure out possible issues that might occur, spectate system behaviour when players are actually just playing aswell as measuring performance and resource consumption.
To enable players to test features usually limited to VIP Players, every player on the beta network would have the Titan rank as default, with all permissions that came with it.


Analyzing mistakes

The new Proxy


During the update, we also implemented a new proxy, mainly the work of me (Tobias) and Alemiz. We are the developers of our current production-proxy, Waterdog.
During this update, we introduced a newly developed proxy, built from scratch. It was planned to become public to everyone, NetherGames being a test to prove its functionality and performance.
Unluckily, shortly after pushing the new update, we needed to revert this change and reimplement the old proxy, Waterdog.
This was because of several issues caused by the new proxy:
  • Chunk loading taking a lot of time
  • Server joining issues caused by timeouts
  • Degraded performance and memory leaks.
This was of course a hit, as we worked hard on developing this proxy, but it also shows us something very important:

Benchmarks ain't it all

Prior to the update, we had a good belief that we can push this proxy to the live-servers without worrying about performance. This came as we ran benchmarks before, with up to a thousand bots per instance, where the load on the proxy was reasonably low. This raises the question of why that changed in production.
The answer to that question is simple: The bots just do nothing. On the live-servers, each player is executing a lot of actions per minute, whether that's moving around, switching servers, pvping, or simply joining and leaving. The bots we used to benchmark were static, so they wouldn't actually do any of those actions, and by that, had a lot lower performance impact than the actual players.

The server joining issues were caused by timeouts. Timeouts happen when we request data from any kind of endpoint, and don't receive it in a reasonable amount of time.
This was caused by our network library, Cloudburst/Network. When switching servers or in general when moving on a server, we are creating connections from our proxy to the actual game server (bedwars, skywars..) and forward the player's interactions, modifying anything required. The network library had an issue where data packets from a game server would arrive at the wrong end on the proxy, effectively causing a packet-loss. If this happened too often, the session would time out, as it didn't receive any data for a set amount of time. This caused frequent disconnects for players.

Database migration issues
In the first 24 hours of the update, many players effectively lost their ranks and stats. This was caused by an issue in our database migration process. The update contained changes to the database structure, such as the change to Xuids, which needed to be applied to the live-database. Due to an issue on our side, datasets were messed up, causing the server to load the wrong player datasets. Shortly after we deployed the update, we were made aware of this and worked on a fix. About a day later, we used backups made prior to the update to restore the previous data. After doing so, we (@Driesboy) configured the database correctly so this time, the data would not be corrupted but instead load and process correctly.
Fixing this issue caused the achievements of the players for the time between the initial deployment and the deployment of the patch to go lost, but it restored the overall player data.

The future
One of the key aspects of this update was establishing a stable codebase we can work and improve on. This was important to us, as a stable and well-made codebase is the key to fast and high-quality code.
We have a huge amount of very exciting projects to come in the future, that we hope will excite you and make NetherGames even greater than it is.

Bugs
As with any update we publish to the server, we expect there to be bugs, as humans make mistakes. Some of those issues were already solved, such as slow chunk loading, all skins being steve, servers crashing, blocks regularly bugging away when jump-bridging.. the list goes on. But we also want to encourage everyone to report bugs encountered during gameplay to us on our discord server.

Thank you
A big thank-you is due for all the Members of the Server-Development Team, rewriting literally every single piece of code that is running NetherGames. This includes all Gamemodes, our core systems, as well as libraries and other dependencies we are relying on. They have been doing an amazing job on updating the whole network, restructuring it, and giving it a different look and feel.
Got interested in working with us on this great project, powering a server played by more than 1.3 Million unique players so far?
Check out our Vacancies for the paid developer position!


Thanks for your attention, and we wish everyone a great rest of the year!
Why has nethergames nurf bedwars 2 credits per bed break and 1 per final. And the lowest tier is silver, and thats say average person gets 6 cred per game. You need to play about 1,667 games of bedwars to get silver tier. (you can see my full post at my profile or somthing)
 

Nubmaster69

Well-Known Member
Hmm sounds like a you issue tho.. have you checked that you are playing on a correct region? If you're usually playing on the AP region, it's currently taken out of the system due to issues on the side of our hosting provider.
YOU DIDNT REPLY TO MY EPIC COMEBACK

 
Hmm sounds like a you issue tho.. have you checked that you are playing on a correct region? If you're usually playing on the AP region, it's currently taken out of the system due to issues on the side of our hosting provider.
I don't know what these people are going on about i'm experiencing no lag at all
 
Hello NetherGames-Community!
This Devblog is not an as-technical dev blog as the other ones we have made so far(but there will be more of those, too!).
Our main intention here is to give you an overview of what we have been doing behind the scenes in the last couple of months, great new improvements that we have been working on, as well as reviewing our approach critically and outlining key mistakes made during the development.

During the last months, we hardly worked on implementing the new Version 4.0 of the server-software we are using, PocketMine-MP.
This version was a major change of many network components and included performance advancements for certain actions.

This required a whole recode of the entire NetherGames codebase, the reason why there haven't been updates for any of the existing games prior to the 4.0 update for quite some time.

Reason for the update

The core reasons for us switching to 4.0 were the following:
  • Improvements in performance
  • Improvements on the network layer
  • Improvements on the code readability and structure
  • Future safety
One of the main reasons was future-safety. At some point, we would have been forced to change anyway, as the old version, 3.0, won't support the newest Minecraft versions forever. It was our decision that switching now would give us an advantage in the future, as we can focus on improving the network instead of worrying about the compatibility with future Minecraft versions.

Updates, fixes, integrations

We used this huge rework to update the whole NetherGames codebase to our standards and to do some long-overdue changes to the infrastructure, the biggest one being namely saving player data by XUID instead of usernames. The XUID is a unique identifier used to identify each Xbox-account.
Prior to the rework, players would lose their rank and other data when changing their XBOX username, requiring you to buy a transfer token to transfer the data. Thanks to the update, this is no longer the case. Datasets are now saved using your Xbox ID as the key. When joining with a new name, your data will automatically be migrated.

We also reworked the overall look of the network, with a rework of the cosmetics store (ingame)(@Driesboy), aswell as the implementation of a server-sided resource pack introducing fancy emojis in our scoreboards (@XenialDan). The whole network was updated, with both visible and not-visible changes.
Another change is the implementation of our Network Communication System, NetSys, in many places. It was integrated in the ping command, the guilds system, guild chat and many other places. You can read more about it here.

Another major change is the AntiCheat. We are currently working on improving the newly made AntiCheat as much as we can. Our dedicated AntiCheat-Developer, @radondev, put a lot of effort into bringing this new system to you, with updated checks, checks for a huge variety of cheats, aswell as hopefully a very small effect on gameplay.

Beta Testing

Before we released the update, there was a public beta on our beta network, accessible through an NPC in the lobby aswell as the usual IP, ngbeta.nethergames.org. We used that to figure out possible issues that might occur, spectate system behaviour when players are actually just playing aswell as measuring performance and resource consumption.
To enable players to test features usually limited to VIP Players, every player on the beta network would have the Titan rank as default, with all permissions that came with it.


Analyzing mistakes

The new Proxy


During the update, we also implemented a new proxy, mainly the work of me (Tobias) and Alemiz. We are the developers of our current production-proxy, Waterdog.
During this update, we introduced a newly developed proxy, built from scratch. It was planned to become public to everyone, NetherGames being a test to prove its functionality and performance.
Unluckily, shortly after pushing the new update, we needed to revert this change and reimplement the old proxy, Waterdog.
This was because of several issues caused by the new proxy:
  • Chunk loading taking a lot of time
  • Server joining issues caused by timeouts
  • Degraded performance and memory leaks.
This was of course a hit, as we worked hard on developing this proxy, but it also shows us something very important:

Benchmarks ain't it all

Prior to the update, we had a good belief that we can push this proxy to the live-servers without worrying about performance. This came as we ran benchmarks before, with up to a thousand bots per instance, where the load on the proxy was reasonably low. This raises the question of why that changed in production.
The answer to that question is simple: The bots just do nothing. On the live-servers, each player is executing a lot of actions per minute, whether that's moving around, switching servers, pvping, or simply joining and leaving. The bots we used to benchmark were static, so they wouldn't actually do any of those actions, and by that, had a lot lower performance impact than the actual players.

The server joining issues were caused by timeouts. Timeouts happen when we request data from any kind of endpoint, and don't receive it in a reasonable amount of time.
This was caused by our network library, Cloudburst/Network. When switching servers or in general when moving on a server, we are creating connections from our proxy to the actual game server (bedwars, skywars..) and forward the player's interactions, modifying anything required. The network library had an issue where data packets from a game server would arrive at the wrong end on the proxy, effectively causing a packet-loss. If this happened too often, the session would time out, as it didn't receive any data for a set amount of time. This caused frequent disconnects for players.

Database migration issues
In the first 24 hours of the update, many players effectively lost their ranks and stats. This was caused by an issue in our database migration process. The update contained changes to the database structure, such as the change to Xuids, which needed to be applied to the live-database. Due to an issue on our side, datasets were messed up, causing the server to load the wrong player datasets. Shortly after we deployed the update, we were made aware of this and worked on a fix. About a day later, we used backups made prior to the update to restore the previous data. After doing so, we (@Driesboy) configured the database correctly so this time, the data would not be corrupted but instead load and process correctly.
Fixing this issue caused the achievements of the players for the time between the initial deployment and the deployment of the patch to go lost, but it restored the overall player data.

The future
One of the key aspects of this update was establishing a stable codebase we can work and improve on. This was important to us, as a stable and well-made codebase is the key to fast and high-quality code.
We have a huge amount of very exciting projects to come in the future, that we hope will excite you and make NetherGames even greater than it is.

Bugs
As with any update we publish to the server, we expect there to be bugs, as humans make mistakes. Some of those issues were already solved, such as slow chunk loading, all skins being steve, servers crashing, blocks regularly bugging away when jump-bridging.. the list goes on. But we also want to encourage everyone to report bugs encountered during gameplay to us on our discord server.

Thank you
A big thank-you is due for all the Members of the Server-Development Team, rewriting literally every single piece of code that is running NetherGames. This includes all Gamemodes, our core systems, as well as libraries and other dependencies we are relying on. They have been doing an amazing job on updating the whole network, restructuring it, and giving it a different look and feel.
Got interested in working with us on this great project, powering a server played by more than 1.3 Million unique players so far?
Check out our Vacancies for the paid developer position!


Thanks for your attention, and we wish everyone a great rest of the year!
Great Job Staff Team!

 

Huy Enter

Mod
Staff member
Mod
Reports Division

I really like this. It's explained how NetherGames 4.0 fixing, behind the scenes of it before uploading to server, all errors in it when it active and reason why it needed. It's also explained how our new XUID save system work and a lot of error which was found and fixed or will be fixed soon (Although right now it doesn't let player transfer stats from one of their accounts to another account anymore). But it still a great update. I hope that all Developer will find a way to fix these issues soon and create more wonderful things to serve NetherGames in future xD. :D <3 :mc_137-0:
 

CarlottaCGG

Supervisor
Staff member
Supervisor
YouTuber Services Department

Hello NetherGames-Community!
This Devblog is not an as-technical dev blog as the other ones we have made so far(but there will be more of those, too!).
Our main intention here is to give you an overview of what we have been doing behind the scenes in the last couple of months, great new improvements that we have been working on, as well as reviewing our approach critically and outlining key mistakes made during the development.

During the last months, we hardly worked on implementing the new Version 4.0 of the server-software we are using, PocketMine-MP.
This version was a major change of many network components and included performance advancements for certain actions.

This required a whole recode of the entire NetherGames codebase, the reason why there haven't been updates for any of the existing games prior to the 4.0 update for quite some time.

Reason for the update

The core reasons for us switching to 4.0 were the following:
  • Improvements in performance
  • Improvements on the network layer
  • Improvements on the code readability and structure
  • Future safety
One of the main reasons was future-safety. At some point, we would have been forced to change anyway, as the old version, 3.0, won't support the newest Minecraft versions forever. It was our decision that switching now would give us an advantage in the future, as we can focus on improving the network instead of worrying about the compatibility with future Minecraft versions.

Updates, fixes, integrations

We used this huge rework to update the whole NetherGames codebase to our standards and to do some long-overdue changes to the infrastructure, the biggest one being namely saving player data by XUID instead of usernames. The XUID is a unique identifier used to identify each Xbox-account.
Prior to the rework, players would lose their rank and other data when changing their XBOX username, requiring you to buy a transfer token to transfer the data. Thanks to the update, this is no longer the case. Datasets are now saved using your Xbox ID as the key. When joining with a new name, your data will automatically be migrated.

We also reworked the overall look of the network, with a rework of the cosmetics store (ingame)(@Driesboy), aswell as the implementation of a server-sided resource pack introducing fancy emojis in our scoreboards (@XenialDan). The whole network was updated, with both visible and not-visible changes.
Another change is the implementation of our Network Communication System, NetSys, in many places. It was integrated in the ping command, the guilds system, guild chat and many other places. You can read more about it here.

Another major change is the AntiCheat. We are currently working on improving the newly made AntiCheat as much as we can. Our dedicated AntiCheat-Developer, @radondev, put a lot of effort into bringing this new system to you, with updated checks, checks for a huge variety of cheats, aswell as hopefully a very small effect on gameplay.

Beta Testing

Before we released the update, there was a public beta on our beta network, accessible through an NPC in the lobby aswell as the usual IP, ngbeta.nethergames.org. We used that to figure out possible issues that might occur, spectate system behaviour when players are actually just playing aswell as measuring performance and resource consumption.
To enable players to test features usually limited to VIP Players, every player on the beta network would have the Titan rank as default, with all permissions that came with it.


Analyzing mistakes

The new Proxy


During the update, we also implemented a new proxy, mainly the work of me (Tobias) and Alemiz. We are the developers of our current production-proxy, Waterdog.
During this update, we introduced a newly developed proxy, built from scratch. It was planned to become public to everyone, NetherGames being a test to prove its functionality and performance.
Unluckily, shortly after pushing the new update, we needed to revert this change and reimplement the old proxy, Waterdog.
This was because of several issues caused by the new proxy:
  • Chunk loading taking a lot of time
  • Server joining issues caused by timeouts
  • Degraded performance and memory leaks.
This was of course a hit, as we worked hard on developing this proxy, but it also shows us something very important:

Benchmarks ain't it all

Prior to the update, we had a good belief that we can push this proxy to the live-servers without worrying about performance. This came as we ran benchmarks before, with up to a thousand bots per instance, where the load on the proxy was reasonably low. This raises the question of why that changed in production.
The answer to that question is simple: The bots just do nothing. On the live-servers, each player is executing a lot of actions per minute, whether that's moving around, switching servers, pvping, or simply joining and leaving. The bots we used to benchmark were static, so they wouldn't actually do any of those actions, and by that, had a lot lower performance impact than the actual players.

The server joining issues were caused by timeouts. Timeouts happen when we request data from any kind of endpoint, and don't receive it in a reasonable amount of time.
This was caused by our network library, Cloudburst/Network. When switching servers or in general when moving on a server, we are creating connections from our proxy to the actual game server (bedwars, skywars..) and forward the player's interactions, modifying anything required. The network library had an issue where data packets from a game server would arrive at the wrong end on the proxy, effectively causing a packet-loss. If this happened too often, the session would time out, as it didn't receive any data for a set amount of time. This caused frequent disconnects for players.

Database migration issues
In the first 24 hours of the update, many players effectively lost their ranks and stats. This was caused by an issue in our database migration process. The update contained changes to the database structure, such as the change to Xuids, which needed to be applied to the live-database. Due to an issue on our side, datasets were messed up, causing the server to load the wrong player datasets. Shortly after we deployed the update, we were made aware of this and worked on a fix. About a day later, we used backups made prior to the update to restore the previous data. After doing so, we (@Driesboy) configured the database correctly so this time, the data would not be corrupted but instead load and process correctly.
Fixing this issue caused the achievements of the players for the time between the initial deployment and the deployment of the patch to go lost, but it restored the overall player data.

The future
One of the key aspects of this update was establishing a stable codebase we can work and improve on. This was important to us, as a stable and well-made codebase is the key to fast and high-quality code.
We have a huge amount of very exciting projects to come in the future, that we hope will excite you and make NetherGames even greater than it is.

Bugs
As with any update we publish to the server, we expect there to be bugs, as humans make mistakes. Some of those issues were already solved, such as slow chunk loading, all skins being steve, servers crashing, blocks regularly bugging away when jump-bridging.. the list goes on. But we also want to encourage everyone to report bugs encountered during gameplay to us on our discord server.

Thank you
A big thank-you is due for all the Members of the Server-Development Team, rewriting literally every single piece of code that is running NetherGames. This includes all Gamemodes, our core systems, as well as libraries and other dependencies we are relying on. They have been doing an amazing job on updating the whole network, restructuring it, and giving it a different look and feel.
Got interested in working with us on this great project, powering a server played by more than 1.3 Million unique players so far?
Check out our Vacancies for the paid developer position!


Thanks for your attention, and we wish everyone a great rest of the year!
This is a nice and helpful landmark for me.
I didn’t notice it right away, but now that I reviewed it, I can’t say otherwise.

 

  • Haha
Reactions: Huy Enter

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