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Hello Atavism Team, I would like to suggest an update to the inventory system to enhance usability and bring more modern features to Atavism. The goal is to give developers more flexibility while keeping the core system stable. Proposed Improvements: Slot + Weight Hybrid System Introduce optional weight calculations in addition to slot count. Certain items could occupy slots and also add to weight limit, allowing more realistic inventory management. Advanced Item Stacking & Categorization Enable higher stack limits for consumables and materials. Improve filtering and sorting options for weapons, armor, crafting materials, and consumables. Quick Access & UI Enhancements Support for quick slot integration and real-time drag & drop improvements. Optional visual cues for item quality, durability, and time-limited items. Special Item Features Include items that can trigger events, unlock skills, or expire after a set time. Support for quest-specific items or temporary buffs. Goal: Create a more dynamic, flexible, and user-friendly inventory system that allows developers to implement complex item logic similar to modern MMOs like BDO, while maintaining stability and compatibility with Atavism’s server-side systems. Thank you for considering this update, and I hope it can be included in a future version or as an optional module for developers.
- Today
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Hello Atavism Team, I would like to suggest a new combat system feature that would greatly enhance player experience and modernize action combat in Atavism. Feature Concept: Moving Skills: Most basic attacks and abilities can be used while the character is moving. The animation system should allow upper body skill animations to layer over lower body movement animations, so the character feels responsive and dynamic. Stationary Skills: Some special, high-impact skills or channeling abilities would require the character to remain in place, preserving tactical depth. Flexible Animation Layering: Use an upper-body/lower-body animation layering system (like Avatar Masks in Unity) to allow a smooth transition between movement and skill execution. Server-Side Support: Movement while casting should be validated server-side to maintain authoritative state without breaking network sync. Goal: Create a hybrid combat system that allows fluid, action-oriented combat similar to Aion, where players can move while casting most skills, but certain abilities still require standing in place. This would make combat feel more dynamic and engaging, especially for PvP and large-scale battles. I hope this feature can be considered for a future release or as an optional module for developers using Atavism. Thank you for your time and for considering this suggestion.
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hevesli joined the community
- Yesterday
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leonard9595 joined the community
- Last week
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Welcome back. We have implemented the elements that I mentioned https://unity.wiki.atavismonline.com/project/atavism-x-7/
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Hello, it's been over 3 years since I paused my reserach on game development, but I'm planning to get back to it this year, and I recalled this conversation from 2022. I'm curious on what's the state of this topic after all this time. Did you guys continue developing it? Could you point me to the right documentation or other ways to the right direction? Thanks!
- Earlier
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Martin (Dragonsan) reacted to a post in a topic:
Atavism Dead?
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Atavism is not dead at all. Sorry I did not respond sooner. My Studio uses Atavism for our development project the "Chains of Vithra" and we are now over 12 months into the project. To use Atavism will save you countless hours of development as well. Plan to get to know the product and as you do, the journey will be exciting. But it does take time. I can assure you it is well worth it. Hit up this forum.
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Atavism is far from being dead We are answering all questions here, but most of our community uses Discord, and the last post is from this Friday. Our products are on Unity Asset Store, Unreal FAB, as well as on our website. We also released Ataivsm X.12.1 in Q3 2025, and we are during tests for the X.13 version with new PvP systems. Are you sure that you are talking about Atavism and our company?
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I am assuming it is, since there has been no post since 2025, and you cannot purchase anything online anymore
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Why isn’t this site loading on my mobile?
Martin (Dragonsan) replied to Arthur Rao's topic in General Discussion
Maybe try to check client logs. I'm not sure what you are trying to do. If the link in Unity should open a separate link in your mobile browser, or should it load something directly in Unity? -
Why isn’t this site loading on my mobile?
Arthur Rao replied to Arthur Rao's topic in General Discussion
Same Error with my new site: https://clinalu.com/ I think error in Html code, If any one know plz tell me. -
Why isn’t this site loading on my mobile?
BoxingCatStudio replied to Arthur Rao's topic in General Discussion
I dont understand? are you trying to ask for help on Unity and Atavism? -
Hi everyone, I’m trying to access this site on my phone but it’s not loading at all. It works fine on desktop, but on mobile it just keeps showing an error or doesn’t open properly. Has anyone else faced this issue before? Any fixes or suggestions would be appreciated. Here’s the link I’m testing: Jujutsu Kaisen Manga Online
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Hello, We are planning to develop a Metin2-style mobile MMORPG using Unity and we are considering Atavism as our server and MMO framework. On the forum we saw that you mentioned a “mobile package”. We would like to ask: • Is it possible to build a Metin2-like mobile MMORPG using Atavism? • What exactly is included in the “mobile package” you mentioned? • Does Atavism provide any mobile-ready UI, controls (joystick), or example mobile client setup? • Are there any existing mobile MMO projects built with Atavism that we can review? Our target platforms are Android and iOS. Thank you in advance for your support.
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Just wanted to see if anyone else out there is trying this new product. My current opinion is that based on level of effort. I have invested perhaps 30 hours now just to get it somewhat stable. I have to say somewhat stable. 70% of my time was spent just sitting and reinstalling all the Procedural World products multiple ways and times to get it to work in my main project. I have not been able to get really any cool features to work yet. I wanted the dungeon generation part to work. I have not even been able to figure out how to get it to work. The manual refers to things you don't get in the install files for Dungeon. I can tell you in order to get it to work I had to delete shaders. This I think is already causing issues in some of my regions. This is after hours and hours of trouble shooting. Products really should not be this hard to get working from any vendor. I only invested this amount of time because I have a really large city, I wanted to reduce poly counts in. My understanding is that this product would help with this. This did not work ingesting it into storm for me. I want to give context that I am only saying for me. Storm has only worked for basic terrains and before adding 3rd party objects to the scene. What the product seemed to do was simply remove objects all together. For me it also caused a common but major pain in the terrain (GAIA) by causing Terrains to not have Trees and bushes work as if it removed "Flora". This causes all kinds of build issues. You have to go to each Terrain, look for objects missing and replace or remove. My point in this post is to see if I am using my time wisely. Does anyone else have anything to say about "Storm" It looks like it could be a great product but needs more streamlined installs and clear manuals.
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Can I use prefabs, animations and effects on my game
BoxingCatStudio replied to Ferhat Aykan's topic in Plugins
Wanted to respond with Unity 6 Now works with the latest updates as of approximately September 2025. TY -
BoxingCatStudio changed their profile photo
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Can I use prefabs, animations and effects on my game
BoxingCatStudio replied to Ferhat Aykan's topic in Plugins
I would not attempt to use Unity 6 -
Can I use prefabs, animations and effects on my game
Troll replied to Ferhat Aykan's topic in Plugins
Atavism , is modular. So there is no problem to use all your own, even on the contrary it is supported. There are a lot of examples inside and you shouldn't treat them like a finished game, all that is provided by the developers is a demo. Developers also have many of their own Unity assets to work with. With Unity 6, I can only say one thing, be careful with your scripts because they can ruin your project. The answer was above from Martin - you can use absolutely everything you have. I'll just add that you can also completely make Atavism for yourself, because there is practically no source code for everything. -
Why isn’t this site loading on my mobile?
Troll replied to franklin466's topic in General Discussion
You may be using a VPN, I had a similar problem. The use of DSzapret and the whitelisting of atavism domains helped. -
Hi everyone, I’m trying to access this site on my phone but it’s not loading at all. It works fine on desktop, but on mobile it just keeps showing an error or doesn’t open properly. Has anyone else faced this issue before? Any fixes or suggestions would be appreciated. Here’s the link I’m testing: Solo Leveling Manhwa
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Furkan changed their profile photo
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Yes, the project is extremely complex, but here you can find its progress. https://atavismonline.com/atavism/atavism-for-unreal-project We want to make it as perfect as possible and not release any unfinished features. We are also upgrading it to the newest Atavism X.12 that should be released on Unity soon as well. For us, it's not only 1,5 years but much more time and money. Believe me, it will be worth waiting. Also, keep in mind that we are not doing any crowdfunding campaign, and except for the Epic Mega Grant that we received at the beginning, we are financing this by ourselves. To resume, the development sped up, and as you can see on the progress page, we are at the last milestone.
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It has been almost 1,5 years. Any update on Unreal Engine development?
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Ferhat Aykan reacted to a post in a topic:
Can I use prefabs, animations and effects on my game
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Can I use prefabs, animations and effects on my game
Martin (Dragonsan) replied to Ferhat Aykan's topic in Plugins
All props are available to use, some of them are free ones, for some we have rights to redistribute them with the Atavism package like Enviro, A^ Pathfinding, Minimap, Loading Screen, Easy Build System, Bomber Bug, and some are ours like Orc/Human outfits, icons, UI. Animations for example are free ones. Yes, you can use them in Unity 6. -
I need client objects, I am going to write my custom game server, I want to use only objects , effects, animation, UI and environments, also I am developing with dots, can I use in unity 6?
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Hey. X.12 is on the way, but I doubt that the moderation system will be part of it. It's integrated in the apanel, which is still under development, so there will be other elements that are planned to be in X.12.
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any idea on the ETA, interested in the Moderation system.
