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Devast.io Custom Server

# Devast.io Custom Server - JavaScript Backend Prototype https://youtu.be/jsYOzINH9zw ## Background As part of exploring the inner workings of Devast.io, some work was done to reverse-engineer the game's backend. The result is this custom, standalone server written entirely in JavaScript (Node.js). It was mostly a test to see if the game's packet structure could be replicated to run custom servers. It's not a fully playable backend, but it works well as a proof-of-concept for anyone interested in how the game's server-client communication functions. ## Project Details & Features The server uses Node.js and WebSockets to talk directly to the regular Devast.io web client. It successfully intercepts, decodes, and sends the necessary packets to make the game run locally. Even as a prototype, the base foundation handles several core mechanics: - **Networking**: Successfully accepts WebSocket connections and handles player authentication/IDs. - **Entity Syncing**: Player spawning, real-time movement, and position tracking are working. - **Building**: The server correctly parses and processes packets for placing entities like wooden walls and doors. - **Combat**: Basic weapon usage (like firing the AK47) is registered and logged by the server. ## Source Code & Media The code is open-source for anyone who wants to mess around with game hacking, reverse engineering, or just studying Devast.io's network traffic. https://github.com/yamete-dev/Devast.io-Server

YAYamete
3 months ago
0

Devast.io 2 (Unity Clone)

# Devast.io 2 - Open Source Unity Clone & Codebase https://www.youtube.com/watch?v=jer8nw0e1VY ## Background When Devast.io updates started slowing down and the active player base began to drop, a project was started to completely recreate the game in the Unity engine. Originally, the goal was to keep the game alive. However, as time passes and people grow up and move on to other things, it mostly just remains as a nostalgic project. Instead of letting the files sit unused, the source code is being released publicly for the web archives and anyone in the Devast.io community who wants to mess around with it. ## Project Details & Features The game is unfinished, but a very solid technical foundation was built. Anyone can take this code, fork the repository, and continue working on it or use it to learn Unity. The current GitHub build includes: - **Networking Base**: Multiplayer support is set up using Mirror for Unity, handling the core server/client communication. - **Game Assets**: All the original items are loaded and configured in the engine. - **Custom Environments**: Custom block textures and 3D models are fully integrated. - **Mechanics**: Projectiles, basic combat, and hit registration are set up and working. - **UI System**: A fully functional inventory and crafting menu is implemented. ## Source Code & Media The full repository is open-source and free for anyone to use, modify, or study. https://github.com/yamete-dev/Devast.io-2

YAYamete
3 months ago
0
DE

DevastMod Archive

# DevastMod (Devast.io) - Source Code & Data Archive https://github.com/yamete-dev/DevastMod https://media.rankstone.org/DevastMod_banned.png https://devastmod.com ## Project Overview This thread serves as the factual archive for DevastMod, the first dedicated modding webpage and client extension created for the browser game Devast.io. Prior to this project, using custom scripts in Devast.io required manual configuration through third-party tools like Resource Override. DevastMod was developed to package these scripts into a centralized, accessible web interface and Chrome extension. The development was divided into two main roles: 1. **Reverse Engineering & Exploits**: Managed by ward0g. This included decrypting the game's packet structure and developing core exploits. Notable patches included the "build on roads" exploit, zoom hacks, the aimbot, and vision modifications (revealing invisible players, hidden mines, and camo). 2. **Frontend & Infrastructure**: Managed by Yamete. This involved building the website, designing the custom user interface, creating the custom themes, and packaging the tool into a public Chrome extension for easy installation. ## Archived Features & Media The GitHub repository contains the full source code, readmes, and asset files. Below is the documented media of the mod's features in action: - **Custom UI & Live Chat**: The mod featured a custom game menu and a global live chat system that linked in-game communication across all servers directly to Discord. https://www.youtube.com/watch?v=7hq9OXWtR5I - **Aimbot & Combat Systems**: Automated targeting systems and combat scripts developed for the client. https://www.youtube.com/watch?v=CVbdtYvojFY - **Custom Player Skins**: A custom skin selector was injected into the game UI, allowing players to choose between Default, Athlete, Devil, and Fury skins. https://media.rankstone.org/skinsBox.png ## Community Context (HypR Clan) DevastMod was closely associated with the HypR clan, which hosted the primary Discord servers for the mod's user base. To accurately archive the community history, the following individuals are documented as key players, testers, and community members during this era: - ward0g - Yamete - Elmas - Floppa (Cubical) - HypR Kirito - Asmog - Devils Garden - Gordon Ramsey - Mody - Flori GG - NerdOwner - Yackio https://media.rankstone.org/HypR-Modded-Github.png *(Note: If you were active during this era of the game, leave a reply to this thread so your name and any missing facts can be added to the historical record.)*

YAYamete
2 months ago
0