Battle-proven · Live in production
Seamless MMO Networking
for Unreal Engine 5

THE
BACKBONE
OF MASSIVE
WORLDS.

The first true large-scale networking solution built for UE5. Built over 20 years. Proven live. Powers real-time battles with 500+ players — no sharding, no loading screens, no compromise.

500+ Players per battle · recorded live
20yrs In active development
1K+ Players per node capacity
0 Loading screens · ever
The problem

MOST "MMOS"
AREN'T
MASSIVE.

Unreal Engine 5 is the most powerful engine for modern games — but until now, it lacked one thing: a scalable large-scale networking solution.

Studios split players across shards or instances because UE5's built-in networking can't support large-scale combat. Major sieges cap at ~150 players. Your friends can't even join if it's full.

"One of the biggest reasons ambitious MMORPG projects fail is the enormous challenge of building not just a network layer — but the complex systems that power an MMO at scale."

The raxormesh difference
Traditional UE5 Networking
Sharded servers, instance caps at ~150 players, loading screens between zones, years of custom dev required
Building from Scratch
2–5 years to build character systems, crafting, VoIP, login queues, admin tools — before shipping a single feature
Generic Multiplayer Middleware
Not purpose-built for MMOs. No server meshing. No persistence. No MMO-grade combat simulation
RaxorMesh — Built for This
500+ players per battle, seamless world traversal, full MMO systems stack, zero loading screens, proven live in Mortal Online 2
Core Technology

BUILT FOR
SCALE FROM
DAY ONE.

01
Seamless Meshing
Server Mesh
Without Seams

Cross-node travel with no loading screens across an entire continent. One unified world, always. Players move freely — your server infrastructure follows invisibly.

02
Combat Scale
1000+ Players
Per Node

True real-time combat with melee traces, parries, ranged attacks, magic, and mounted battles — all synced with precision across hundreds of simultaneous players.

03
Network Sync
Global Ping
Normalization

Our custom-built prediction and sync system enables fair melee duels between EU and US players. Fast-paced combat actions stay accurate across global connections.

04
Efficiency
Minimal Servers.
Massive Worlds.

Each node can host hundreds to thousands of players. Optimized LOD, tick, and packet control dramatically reduce hardware costs without sacrificing fidelity.

05
Streaming
Smart Network
LOD Streaming

Players see castles and characters miles away — but your client and server only process what's needed. Multi-layer visibility, logic, and tick streaming at scale.

06
Foundation
Native UE5
Architecture

Evolved with Unreal since UE3, now natively built for UE5. Not adapted — architected from the ground up to leverage every UE5 capability from day one.

460+ Players · single battle · recorded
20yr Active development history
0 Loading screens ever
Open world persistence
Proven in production

NOT A
PROTOTYPE.
A PROVEN
PLATFORM.

  • Unmatched combat fidelity at scale — every strike traced in real time, weapons with accurate collision detection, real projectiles and long-range magic, all synced across hundreds of live players
  • Persistent living world — thousands of concurrent players across an open world simultaneously, all persistent, all live
  • Scales up or down — simplified visuals or reduced logic demands push capacity even higher for strategy or large-scale PvP games
  • Battle-tested in Mortal Online 2 — one of the most complex real-time combat MMOs ever shipped, running live today
Live footage

460+ PLAYERS.
ONE BATTLE.
ZERO INSTANCES.

Real-time MMO combat at scale — no loading screens, no sharding, no compromise. Recorded live in Mortal Online 2.

Recorded Live
460+
Players · Single Battle
Platform
BUILT EXCLUSIVELY FOR UNREAL ENGINE 5

Evolved with Unreal since UE3. Native UE5 integration. Minimal setup. Editor plugins included.

Developer Infrastructure

MORE THAN
NETWORKING.

OmniMesh isn't just a network solution — it includes the core MMO systems that studios typically spend years building. Character architecture, skill trees, crafting, trading, VoIP, login queues, and backend chat brokers. All developed and tested over decades.
Admin & Backend Systems
  • GM tools with permission-based access control
  • Secure web-based backend & admin dashboards
  • Full login/account support (Steam, EOS, custom)
  • Real-time server statistics with Grafana integration
  • Full Google log compatibility for search-based monitoring
Grafana Steam EOS Google Logs
Payment & Monetization
  • Built-in payment system support out of the box
  • Stripe, XSolla, Steam, PayPal — all integrated
  • Subscription and one-time purchase flows
  • Revenue reporting and transaction dashboards
Stripe XSolla Steam PayPal
World-Building & AI Tools
  • Editor plugins to place and manage complex AI behaviors
  • Custom NavMesh conversion tools for dynamic environments
  • AI patrol systems for large-scale NPC encounters
  • Persistent living world logic with scalable systems
  • Plug into Unreal Editor with minimal setup required
UE5 Plugin NavMesh AI Systems
Core MMO Systems
  • Character architecture and skill tree systems
  • Crafting, trading, and economy infrastructure
  • Integrated VoIP and backend chat brokers
  • Login queues and session management
  • Saves years of foundational development time
VoIP Economy Characters Chat
Ready to build?

RAXORMESH
IS LIVE.
PROVEN.
READY.

Power the next generation of massive online games in Unreal Engine 5. Contact us to discuss licensing, integration, and custom engagements.

Contact & Partnerships

Fredrik Reimers

Business Development & Partnerships

fredrik.reimers@raxormesh.com

General inquiries: info@raxormesh.com