AAFOREBUILD PROJECTOpen test build ↗
INDEPENDENT REBUILD / IN DEVELOPMENTDREAMCAST, 2001 → BROWSER, TODAY

BACK ON
THE FRONT.

Alien Front Online.
A new engine. The same fight.

The eight-player vehicle combat game, rebuilt for your browser. Original behaviour, a shared simulation, and a new way to get back into battle.

Working title · Private development build
Original concept art of a military tank facing an alien walker across a ruined city
REBUILDING A 2001 CULT CLASSICORIGINAL CONCEPT ART · NOT GAMEPLAY
08players per match
06battlefields rebuilt
60campaign missions
60Hzshared simulation
01 / THE GAME

TWO SIDES.
PLENTY TO FIGHT FOR.

Army armour or alien machines. Six playable vehicle types, six original battlefields, and the modes that made every round count.

IMPLEMENTED · ALL SIX MAPS

PICK A SIDE.
MAKE EVERY SHOT COUNT.

Eight-player team combat with an authoritative host. Create a room, fill slots with friends or CPU opponents, and rotate through the original battlefields.

PLAYERSUp to 8
ROOMSUp to 4
MAPSAll 6

The lobby supports invite links, Auto Join, and open, CPU, or closed player slots.

THE BATTLEFIELDS
  • Island
  • Tokyo
  • Washington DC
  • Area 51
  • Siberia
  • Cave
02 / DEVELOPMENT LOG

FROM TRACES
TO TEAM BATTLES.

A rebuild measured against the original, one system at a time.

DOCUMENTED STATUS / OCT 02, 2026
FOUNDATION

One simulation, everywhere.

The rebuild takes shape: C compiled to WebAssembly, a Go server, and a TypeScript browser client. Original behaviour becomes the reference.

FIDELITY

Movement and combat meet the reference.

Drive and turning traces match frame by frame. Terrain replay becomes bit-exact for the tested vehicles; deterministic combat follows.

PLAYABLE SYSTEMS

The front end and campaigns arrive.

Title and game selection, both 30-mission campaigns, briefings, vehicle selection, cutscenes, endings, and online rooms come together.

LATEST MILESTONE

More modes. More of the original world.

CTF and Fortress online, match results, arcade progression, Tokyo and Siberia trains, destructible scenery, and the Enhanced art switch are documented as implemented.

03 / UNDER THE HOOD

THE SAME RULES.
ON BOTH SIDES OF THE WIRE.

The browser and server run the same compiled simulation. Movement, weapons, collision, and game rules share one source of truth.

PLAYER

Browser client

TypeScript + three.js

Rendering · controls · targeting
SHARED CORE

sim.wasm

C → WebAssembly

Fixed 60 Hz · deterministic
HOST

Authoritative server

Go + wazero

Rooms · connections · match state
01

Rebuild the behaviour.

Rules, formulas, and constants are recorded from the original. The engine is written from those notes rather than pasted decompiler output.

DECISIONS D1 / D4
02

Check every frame.

Scripted Flycast inputs produce reference traces. Replay tests compare simulation fields and identify the first frame that diverges.

TRACE FORMAT / REPLAY HARNESS
03

Keep the details that matter.

Measured SH-4 trigonometry and explicit float behaviour preserve the quirks of the original movement. Exactness is verified on tested traces.

DECISIONS D6 / D7
=
REFERENCE DRIVE REPLAYS639 frames + 599 frames.
Bit-exact speed on every frame.

Two documented flat-ground traces validate the drive model. That is a specific test result, rather than a claim that every game system is fully verified.

04 / CLASSIC & ENHANCED

A FRESH LOOK.
A SHARED BATTLEFIELD.

The Enhanced direction upgrades textures and presentation while preserving gameplay, collision, and the wire format. Both looks are designed to share the same matches.

01 / ORIGINAL PRESENTATION

THE LOOK YOU REMEMBER.

Original decoded textures and sprites retain the familiar presentation. The rebuilt engine handles the game underneath.

Texture set
Original assets
Geometry & collision
Original structure
Gameplay rules
Shared simulation

Switching art modes applies on the next page load in the test client.

05 / THE PROJECT

BUILT WITH A REFERENCE.
RELEASED ON ITS OWN TERMS.

An independent development project with a clear boundary between the original game and the new engine.

01 How will game assets work?

The public release is planned to load assets from the player's own disc image in the browser. Private development builds currently use pre-extracted data. This showcase contains original concept art rather than extracted game imagery.

02 Is there a public source repository?

The working repository stays private for research and extracted data. A separate clean repository is planned for the public release, containing shareable engine code, tools, and notes.

03 What is still a working title?

AFO Browser and the AFO rebuild name identify the development project. The README calls for a new name before public release. Alien Front Online is Sega's original game; this rebuild is independent.

04 Where does this status come from?

This is a fixed October 2, 2026 snapshot based on README.md and docs/HANDOFF.md, decisions.md, re-notes.md, asset-plan.md, and trace-format.md. The latest handoff takes precedence where it supersedes early plans. Status does not update automatically.

THE REBUILD IS TAKING SHAPE

RETURN TO
THE FRONT.

Explore the private development build.
See how far the battlefield has come.

Open test buildAccess depends on the test server.