Hi guys, I'm dek!
I am deeply involved within the private server, preservation and scripting scene within another game, Habbo Hotel (for over 20 years!). I am a noobie here and I come in peace!
Currently I am developing something that might interest you all. Back in around 2007-2010 I played Conquer Online 2.0 on the Wild Kingdoms Eagle server. It's a time I'll never forget and I made some lifelong friends there. After the Ninja patch, Talismans and everything that came with that era, I quit.
My brother, who used to play with me, didn't. He instead moved over to private servers, and although I was already heavily involved in another game's private server scene, I never really had much interest in touching Conquer again.
Fast forward to 2026, and here I am developing a completely custom 5065-ish game client.
I picked Rust because I wanted something low-level enough to accurately reproduce the strange behaviour that comes with a 20-year-old game 🙃 ...and because of how easily I could make it browser compatible. I am also developing it with a Lua scripting layer and XML-powered GUI system!
This is not an emulator, wrapper, DLL injection/proxy project or a heavily modified copy of the existing client, its completely built from the ground up. My aim really is to build an entirely new client from the ground up that can communicate with my 5065 server (Heavily modified Redux) and reproduce the original game's behaviour as faithfully and close to 1:1 as possible, with some very minor quality of life features.
The original 5065 exe/files are effectively the specification and ive spent a lot of time reverse engineering it rather than inventing replacements to fill the gaps.
This client is being designed around modular structure, with Rust handling the core systems:
Networking and packet handling
Entity and game state
C3 rendering
Maps and assets
Animations
Input layer
Audio layer
Resources
Behaviours
My idea behind Lua and XML is that it make the client extremely easy to extend without recompiling or modifying the core. For example, the original interface could exist as an XML UI package, while someone could create an entirely different UI later without touching the renderer or game logic.
Lua powers an addon system layer, similar in concept to games like wow classic. I even created a proof of concept dps meter, which will eventually track drops, total money gathered and other cool stats.
I will be releasing the skeleton of this client with limited functionality on GitHub. The reason behind this is if I posted the whole source, it would be stolen, filled with slop and sold on forums or on the black market. The shared code will include things like movement, map rendering, effects but no gui layer, no npc support. You'll have to work that out yourself! However, anyone who helps contribute with source codes, alternative client logic or documentation that saves me time will be given access to the "full" source code (only removing some secret sauce features that I would want unique to my servers client).
A few people have already been helping me test, and you can also join in. Preservation Conquer can be found at

and obviously, as the server and client is being developed that means all characters and progression will eventually be wiped. It's not in a complete playable state.
Try our web version! (Works on tablet and mobile too)
You can try the web version at the link below!
Login: browsertest
Password: test123
Or, you can register at

download the launcher and try the beta client today!
Heres some videos, and if you want to follow my progress, please join my
PROGRESS VIDEO
PROGRESS VIDEO
PROGRESS VIDEO (WEB BROWSER)
PROGRESS VIDEO
PROGRESS VIDEO
PROGRESS VIDEO