Devast.io Private Server
1 month ago
Devast.io - Online Private Server
Project Overview
This project is a fully functional, custom-built private server for Devast.io, created entirely by ward0g.
Because Devast.io operates on a closed-source, official server network, playing the game with custom rules or sandbox features was impossible. To solve this, ward0g completely reverse-engineered the game's network protocols and server-side physics to build a standalone backend from scratch.
This private server allows anyone to host their own Devast.io matches—either locally (localhost) or on a dedicated machine. It flawlessly emulates the official game's world generation, inventory management, crafting, building, and combat mechanics, while completely unlocking the backend for deep customization and sandbox gameplay.
Technical Details & Backend Architecture
Unlike the official servers, this private server exposes the entire game engine to the host. As shown in the right-hand panel of the demonstration video, the backend is highly modular and heavily relies on editable configuration and data files:
- Config.lua: The core server configuration file. Hosts can directly edit critical variables such as mapWidth, mapHeight, maxPlayers, tickRate, network threads, and connection ports (e.g., 7171 and 7172). It also allows toggling database usage and anti-cheat modules.
- XML Data Files: The server uses raw XML files to define every entity in the game. Files like projectiles.xml, wearables.xml, objects.xml, resources.xml, and agents.xml dictate how the game plays. Because these are exposed, a server host can easily open them to modify weapon damage, player movement speed, building health, radiation zones, and drop rates without writing any complex code.
- Live Server Console: The software includes a dedicated server console that logs real-time packet data, connection statuses, and backend events, making it incredibly easy to debug custom modifications or monitor player activity.
Comprehensive Admin Command System
To make the private server a true sandbox, ward0g programmed a massive suite of in-game admin commands. By prefixing messages in the global chat with an exclamation mark (!), server owners have absolute god-level control over the server.
Commands explicitly programmed and demonstrated in the showcase include:
Item & Resource Spawning
- !item=[item_id] - Instantly spawns any item in the game directly at the admin's location, bypassing all crafting and level requirements. The video demonstrates spawning late-game items like !item=c4, !item=super_hammer, !item=ak47, !item=laser_submachine, and !item=dynamite.
World & Map Manipulation
- !clean-map - Instantly wipes all player-built structures, dropped items, and modified entities from the server, resetting the map to a clean state.
Player Management & Cheats
- !teleport=[x]:[y] - Instantly moves the admin to specific map coordinates.
- !kick=[id] and !ban=[id] - Immediately removes targeted players from the server.
- Debug Commands: As seen in the server documentation panel, the software includes built-in cheat toggles for admins, such as !god (infinite health/immunity to radiation and explosions), !speed, and !kill (instantly killing any target).
Sandbox Use Cases
By utilizing ward0g's private server, players and modders are given a perfect environment to:
- Host Custom Lobbies: Run private clan wars, 1v1 duels, or custom game modes with tweaked XML stats (e.g., 10x resource drops or one-shot kill weapons).
- Explore Unreleased Content: Force-spawn hidden or admin-only items that are normally locked away in the official game files.
6 months ago
Devast.io JavaScript Server - Prototype
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:
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Networking: Successfully accepts WebSocket connections and handles player authentication/IDs.
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Entity Syncing: Player spawning, real-time movement, and position tracking are working.
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Building: The server correctly parses and processes packets for placing entities like wooden walls and doors.
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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.