Source-level control
A codebase we can inspect and improve lets us investigate client problems at their source instead of only working around them.
Building a future we can maintain
A parallel, experimental 64-bit game client with DirectX 11, built to give RaiderZ Global a technical foundation we can understand, improve and maintain for the years ahead.
Where this work begins
The current live client originated from the North American release and has served the community well. Its source code is not available to our team, however, which limits structural fixes and makes deep client-side investigation impossible.
The RaiderZ Global server and Client 2.0 share the same development lineage, giving the team source-level access on both sides of the connection for the first time.
More than a visual upgrade
The NA Client keeps the complete experience available today. Client 2.0 is the long-term work enabling future technical progress.
A codebase we can inspect and improve lets us investigate client problems at their source instead of only working around them.
Moving from the live client’s 32-bit architecture to x64 removes an important memory constraint, while DirectX 11 gives us a better base for current Windows versions, drivers and hardware.
A maintainable client makes careful fixes, diagnostics and future improvements possible without replacing the game players love.
Available now
The complete 32-bit NA Client remains available in the same live world while Client 2.0 evolves.
In development
Client 2.0 is the new x64 application for playing on the same live server. Its rendering, stability and compatibility continue to evolve.
Client 2.0 and the NA Client connect to the same RaiderZ Global live server and use the same account.
Progress without hiding the rough edges
Rebuilding from an earlier source base means some behaviour already correct in the live client must be identified and restored. A temporary regression is evidence to investigate, not a feature we intend to keep.
Some UI elements may be misplaced, incomplete or behave differently while systems are restored.
Skills, effects or interactions may reveal differences that need reproduction and correction.
FPS, stuttering and loading can vary by hardware until bottlenecks are measured and addressed.
Evidence before release
Different PCs reveal different problems. Structured comparisons help us separate hardware-specific issues from general client regressions.
Applicants tell us how the current client performs on their PC and settings.
Testing waves include different processors, graphics cards, Windows versions and player profiles.
Testers repeat scenarios with comparable settings in the NA Client and Client 2.0.
Clear reproduction steps, screenshots, video and diagnostics turn discoveries into actionable work.