NTServer (NTS)
Hey everyone! 👋
For a while now, My friends have been working on a custom, open-source Game Server Architecture for NosTale. Instead of just tweaking existing frameworks, the team decided to build a completely new server core from scratch in modern C++. Our goal is to create a highly optimized, low-latency foundation that closely mimics the official client's underlying mechanics, and we’d love for you to come see it in action!
Under the Hood: Performance & Tech
The developers wanted to take a completely different approach to how a NosTale server handles data, networking, and memory. Because it's written in native C++, we don't have to deal with Garbage Collection (GC) stutters, and the execution is incredibly smooth.
Here are some of the performance stats the guys have managed to pull off so far:
- Extremely Lightweight: A single World Server channel consumes only about ~60 MB of RAM (compared to the ~430MB+ normally seen on C# projects).
- IOCP Async Networking: We are using highly scalable asynchronous networking. A world channel runs on just 7 to 8 active threads, virtually eliminating CPU context-switching overhead.
- Database Speeds: Our database write batching is incredibly fast. In our recent benchmarks, we successfully flushed and saved 1,000 new characters to the database in just 32 milliseconds (0.032 ms per character).
- Native .DAT Parsing: NTS parses the original Entwell `.dat` files directly. The server reads the exact same data as the client, ensuring perfect parity for stats, items, and map data.
To manage all this, we also built our own **NTMonitor - Cluster Remote Operator**. It’s a custom GUI tool that lets us monitor RAM usage, remotely start/stop individual nodes (Database, Login, World Channels), and send global broadcast announcements instantly.
Pros & Cons
We want to be totally transparent, building in C++ isn't for everyone. It has a steeper learning curve, and it requires a more dedicated setup (MySQL, custom configs). But in exchange, it gives us an authentic retail-like core with 100% accurate formulas and unmatched scalability.
Where We Are At Right Now
The foundational MMORPG systems (Login, Movement, Map Sync, etc.) are fully working. Here is a look at where our core gameplay features currently stand:
- Combat Engine: We have achieved a 1:1 damage algorithm identical to the official server.
- Party (Group) System: 100% finished (including EXP sharing and loot tracking).
- BCard Effects: Almost completed; fully integrated with native client data.
- Instant Combats: 90% finished with fully scripted spawns and waves.
- TimeSpaces: Functional and utilizing the native Entwell scripts just like official, but currently undergoing some final polish.
- Raids: Partly done and actively being worked on.
Come Hang Out & Help Us Test!
Whether you are a developer interested in tackling backend architecture, a game designer, or simply a player who wants to jump in, break things, and help us find bugs

we want you in the community.
We are actively looking for testers and people to just chat with about the project's direction.
Join our Discord and come say hi: