Earth 2 Reality Thread 3 introduces Global Multiplayer across entire Digital Earth
August 24, 2025 – Sydney, Australia – Over the past four weeks, the Earth 2 development team has remained laser-focused on a number of updates to further progress our platform, tuning out distractions and external noise. Today, we are pleased to announce the release of Reality Thread 3, which includes one of the most significant milestones in our project to date – the first release of our global multiplayer system.
Multiplayer is a foundational component of Earth 2 Version 1 (E2V1), and as outlined in our original Reality Thread 1 article, a dedicated team has been quietly building a server-authoritative multiplayer system in parallel with other Earth 2 developments. This multiplayer system is ahead of schedule and version 1 will be live shortly for testers in the closed Pre-Alpha. Releasing it at this stage ensures future E2V1 updates can be structured around the multiplayer core, rather than releasing more features and treating it as a retrofit.
While releasing the multiplayer now may introduce some delays in other future feature releases, it is a deliberate and strategic decision aimed at reducing future technical debt and significantly improving the long-term Player experience.

Building Earth 2 in the Open
As many within our community are aware, the release of our closed Pre-Alpha marked the beginning of Earth 2’s trial of a transparent, real-time development model. Rather than building behind closed doors and releasing only heavily curated showcases, we’ve given our Pre-Alpha Testing Group direct access to our evolving platform – with full permission to stream and share their gameplay footage publicly to all community members.
We are not claiming that transparency implies polish or perfection, our actions are about letting those interested in our project see the raw, foundational stages of the Earth 2 platform being built in real time, even when it means we want to test the progressive development of a feature before our development team has applied optimisations.
This open development approach takes serious backbone and is rare in the industry, but it reflects our belief that showing the reality of our progress, even with imperfections, is more meaningful than hiding behind cinematic trailers.
We are proud to see that over 90% of streamed footage from testers have demonstrated E2V1 operating in a stable state running smoothly and operating successfully – a significant achievement for such an early release of a complex software system.
While the majority of gameplay footage streamed by our testers reflects stable performance and expected experiences, we acknowledge that the remaining 10% of what’s been shared captures early-stage issues, bugs, work in progress or limitations – all of which are completely normal for a Pre-Alpha build of this scale and complexity. Our team is fully committed to resolving these issues and that commitment is clearly reflected in every Reality Thread we release.
With each new update, we often introduce new features but also resolve known problems, iterate on core systems and improve the overall experience. This ongoing cycle of building and refinement is evident in Reality Thread 3, which includes fixes for several known issues alongside the introduction of new systems like multiplayer, Mentar Storage, Hot Key binding, Location Tracking and more.
Over the past month alone with the releases of Reality Threads 2 and 3, we’ve addressed numerous bugs, implemented important improvements and rolled out feature enhancements. These changes are a direct result of consistent internal QA, Player feedback and our continued drive to deliver a stable, immersive world – one step at a time.

- Multiplayer v1.0 – A Global Milestone for Earth 2
The headline feature release of Reality Thread 3 is the launch of Multiplayer v1.0, a live, fully functioning, server-authoritative system built to operate across Earth 2’s vast 510,072,000 km² open world.
Multiplayer System Technical Overview
As any experienced game developer will attest, implementing multiplayer is inherently challenging and even more so within the context of a massive open world. Our development team has not only met this challenge, as demonstrated in our initial multiplayer release, but has also invested time and resources into refining interpolation to ensure a smoother and more consistent experience between Players and implemented an automated dynamic culling system customised for the massive open world of E2V1.
Earth 2’s Multiplayer system release should not be misinterpreted as only a multiplayer stress test, which is common during early pre-Alpha stage releases. Instead, our v1.0 represents a fully functional and integrated multiplayer system capable of handling automated connections, disconnections, mode switching and much more – all operating across the entirety of Earth 2’s vast 510,072,000 km² open world and includes a comprehensive server-authoritative framework that governs core mechanics.
Automated Mode Switching
To support the unique structure of E2V1’s environment, we developed a custom system that intelligently switches between multiplayer and single-player modes based on Player activity and server availability. This system ensures that when multiplayer servers are unavailable or not active, Players can still explore in API-supported single-player mode without interruption.
Multiplayer mode is automatically triggered the moment a Character is spawned, and it deactivates when the Character is saved or dies without revival. This seamless switching mechanism allows Players to move between multiplayer and free-flight exploration.
Importantly, we have designed this logic to prevent potential abuse ensuring multiplayer is only initiated when Character mode is accessed. This is an intentional decision to maintain fairness and integrity across Player interactions. Without these safeguards, features such as the free-fly camera could be exploited to scout or observe other Players without the mutual risk or visibility that comes with shared multiplayer presence.
Looking ahead, we are considering restricting free-flight outside of multiplayer altogether. In this future state, free-flight exploration would only be possible through the use of craftable flying devices within the multiplayer environment ensuring that aerial travel becomes both a strategic and earned gameplay layer inside E2V1.
Synced States and Interactions
Our multiplayer system currently synchronises a growing list of character states and environmental interactions, including:
- Player movement (walking, running, jumping, swimming, climbing)
- Action states (drinking, searching)
- Emotes (waving etc)
- Spawn animations
- Visual effects for stat boosts (health, stamina, thirst, hunger)
- Mentar summoning animations and visibility
- Character health visibility on other Players
- Introduced roll (Q) ability to the Character (secret to discover?)
Upcoming expansions will sync additional systems such as gliders, wingsuits, campfires and garden beds – enabling more advanced collaborative and environmental gameplay.
Server Authoritative Architecture
Most multiplayer logic in E2V1 has been implemented to operate server-side rather than on the client. This includes core systems such as collision detection, actor colliders and the upcoming combat damage logic (to be activated in a future Reality Thread release). By shifting critical functionality to the server, we significantly mitigate the risk of exploits, inconsistencies and unfair advantages. We’ll continue building on this foundation, refining and expanding server authority in future releases.
This architectural choice is deliberate. While peer-to-peer (P2P) or client-authoritative multiplayer models are much easier and faster to develop, they come with serious trade-offs. In contrast, server-authoritative multiplayer, while more technically complex and resource-intensive to implement, provides a better centralised and validated source of truth for all interactions. This ensures more consistent gameplay across global Players and enables deeper multiplayer systems like PvP, resource trading and other key E2V1 events and experiences in the future.
As multiplayer capabilities continue to expand and evolve, we will progressively transition more of the upcoming features to server-side authority. This phased migration supports improved consistency, scalability and fairness across gameplay, laying the groundwork for a more secure and robust multiplayer experience in the long term.
Interpolation Performance
One of the most critical components of a smooth multiplayer experience is how well the game predicts and synchronises movement between Players, especially across long distances and varied connection types. To address this, we have spent time refining the network interpolation system.
This system is responsible for estimating the position, rotation and animation of other Characters on a Player’s screen in-between actual server updates. With the improvements, Players should experience a more consistent animation, even at pings up to ~200ms, which covers a broad range of real-world connection scenarios across different regions.
Having said this, there will no doubt be cases where there is jittering so it’s important to keep in mind that multiplayer responsiveness is still subject to a number of factors, two key factors being:
- Local internet stability and speed, and
- The Player’s real-time routing path to the server.
This means that while improvements have been made to mask and minimise latency, some jitter or visual desyncs may still occur, a reality shared by nearly all online games, especially in their earlier phases of testing.
We’re encouraged by internal QA so far with fairly fluid motion being consistent up to even 300ms and plan to continue iteratively enhancing interpolation accuracy and recovery over the coming updates. These foundational systems are what will allow us to scale up Player density, interactions and shared actions in the future, all while maintaining a consistently playable experience across diverse global connections.
Persistent Access via Fallback to API connected Single-Player
As outlined earlier, our Automated Mode Switching system is designed to support seamless transitions between multiplayer and single-player states within E2V1’s hybrid architecture. A key part of this system is its ability to provide a reliable fallback mode when multiplayer servers are temporarily offline – whether due to scheduled maintenance, server rotation testing or unforeseen outages on our side.
In these instances, any Character already connected will seamlessly transition into an API-supported single-player mode, maintaining access to core gameplay functions such as foraging, inventory interaction and session-saving. Players can continue exploring and interacting with the world uninterrupted while remaining connected to Earth 2’s backend API infrastructure but will obviously not be able to interact with multiplayer aspects.
It’s important to clarify that this fallback mode is not designed to activate when an individual Player loses their internet connection – so it cannot be abused by disconnecting your internet. We have built a separate system for this case which freezes the session and allows Players to reconnect within a set time window to continue their session. If they fail to reconnect in time, any unsaved progress may be lost, which is an expected outcome when the disconnection originates from the Player’s own loss of internet connection.
This fallback system was purpose-built for Characters actively playing inside the open-world of E2V1, so Players have the opportunity to save their Character if the Earth 2 multiplayer system goes offline. Rather than forcibly removing Players during server-side transitions as most games do, we allow gameplay to continue, minimising disruption, maintaining immersion and helping protect progress during the ongoing development of our multiplayer network.
Current Scalability
Our current server infrastructure is capable of supporting over 1,000 concurrent Players on a single instance and depending on the results during the testing phase we feel confident we can extend this to 5,000 concurrent Players on a single instance. However, as Earth 2 Founder, Shane Isaac, has previously stated in the past, the primary limitation is not so much the networking layer for Earth 2, but rather the ability to render hundreds or thousands of detailed Characters simultaneously. This remains a common bottleneck across the industry, but with technology advancing rapidly, we anticipate scaling these capabilities further as hardware, specifically graphic card technology advances.
We also plan to integrate Level of Detail (LOD) and other optimisation techniques, similar to what we have already implemented for our open world vegetation and buildings. This will help increase the number of Characters that can be rendered concurrently on screen. But for now, to set clear expectations and to be completely transparent, we do not currently support rendering hundreds or thousands of Characters in the same space. So if hundreds gather in the same place Players may experience significant framerate drops and other issues.
We are prioristing stability and visual fidelity while testing the Multiplayer v1.0 system with a plan to expand and improve from there. As mentioned in the past, we will run mini-games on their own instances to ensure the best experience taking performance, connection and best potential framerates for all participants into consideration.
Character Visibility Radius
In this first version, Players can view the username and health bar of other Characters within a 500 metre radius of their own Character. This visibility distance has been deliberately set as part of our initial multiplayer configuration to encourage spatial awareness and promote fair engagement in early gameplay testing.
The 500 metre threshold strikes a balance between allowing Players to detect nearby activity and avoiding unnecessary network overhead or interface clutter from distant Characters.
As with many systems in E2V1, this setting is not final. It will remain under review and may be adjusted in future updates based on gameplay balancing, performance benchmarking and community feedback as we continue to expand and refine multiplayer interactions.
Line-of-Sight Character Occlusion
We have implemented a line of sight based Character occlusion system to enhance realism, situational awareness, and strategic immersion inside E2V1’s world.
This system ensures that if another Player’s Character is not directly visible to you – for instance, if they are obscured by terrain, such as behind a hill, inside a gully or hidden by dense environmental features – their health bar and username will not be rendered on your screen. These identifiers will only appear once line of sight is re-established.
This mechanic has been designed to promote tactical movement and awareness, while discouraging gameplay that relies on omnipresent UI elements to gain an unfair advantage. It also encourages Players to use terrain more strategically and lays the foundation for future mechanics tied to stealth, visibility modifiers and equipment-based detection systems.
As with other features, this system will be closely monitored and refined over time based on feedback and evolving multiplayer needs.
Cautious Approach to Player Communication
At this stage, we have intentionally chosen not to implement direct in-game communication between Players. This decision is rooted in a commitment to safety and responsible design, particularly in light of numerous real-world cases where open communication systems have placed child and user safety at serious risk.
Rather than rushing to enable a communication system for the sake of completeness, we are taking a deliberate and measured approach to ensure that when such systems are introduced, they are built with the right safeguards, moderation frameworks, and design intent. We have already begun exploring several communication concepts, each aimed at maintaining a healthy and secure in-game environment – but these systems are not the highest development priority at this time.
For now, Players can continue to communicate with friends and teammates through familiar, external tools they already use. As Earth 2 evolves, we will revisit this topic with care and consideration to ensure any communication features we introduce are thoughtful, secure, and aligned with the broader vision of the platform.
Multiplayer Connectivity and Regional Server Performance
At present, there are no hard limitations imposed on the number of Players that can connect to our multiplayer server. While our internal testing has provided early indicators of expected performance, our team will continue to actively monitor server activity and connection logs to assess how well the system performs under varying levels of concurrent player load.
To further refine connectivity, we may occasionally shift server locations to test performance across different regions of the world. These shifts allow us to evaluate how Players experience the game from different geographical points, helping us optimise for global accessibility.
If the multiplayer server we are testing is located in your region, you can typically expect ping times below 20ms, ensuring a responsive gameplay experience. However, if the server we are testing is hosted outside your region, latency may increase – in some cases reaching over 300ms, depending on distance and routing.
Again, it is important to note that multiplayer performance is highly dependent on your personal internet connection. As with any online game, Players using weak or unstable connections may experience disruptions or reduced performance, even when server-side conditions are optimal.

Server Switch Notifications and Reconnection
In the event that we change or relocate a multiplayer server, we have implemented a trigger notification that will appear in-game within E2V1 to inform you of the update. When this occurs, simply return to your Mentar and save your progress in single-player mode.
Once the new server is active, your Character will automatically connect to the updated server the next time you spawn. We designed and implemented this process to be seamless and require no manual configuration from the Player, ensuring a smooth transition during ongoing server optimisations or regional testing.
Every server switch helps us gather key telemetry to shape our regional load balancing and refine global architecture over time and thank all Players for understanding in advance.

Foundational Multiplayer for Future Systems
The Earth 2 Multiplayer system is a foundational component that will continue to evolve and expand over time. By releasing it now, we ensure that most upcoming features can be built directly on top of this multiplayer framework, allowing for more immersive, interactive and engaging experiences across the E2V1 world. Its early integration lays the groundwork for a richer, more dynamic environment as new systems and gameplay mechanics are introduced.
- Mentar Storage System v1.0
The Mentar Storage system introduces the first building-based storage functionality within E2V1, enabling direct item transfers between a Character’s Inventory and a Player-owned Mentar. This marks an important step toward persistent, location-based item management within the Earth 2 ecosystem.
To use this feature, the Character must be within close proximity to a Mentar they own. Pressing ‘P’ will open the storage interface, where the Player can select ‘Mentar Storage’ to begin managing their items.
Each Mentar provides 100 units of storage capacity by default, with the ability to upgrade to 500 units through the application of a Mentar Storage Upgrade Chip. Items can be transferred in bulk using the Left Mouse Button (LMB) or moved one unit at a time using the Right Mouse Button (RMB).
This system is fully connected via real-time API integration, supporting a globally persistent backend meaning items stored in one Mentar are reliably maintained across sessions and server interactions.
Importantly, the Mentar Storage system serves as a prerequisite for the upcoming E2V1 Quest System. Once that system is live, Players will be able to place quest-related items directly into a Mentar to trigger rewards and complete objectives.

- Terrain Collision System Update
One of the most persistent issues reported by testers during early E2V1 access has been random terrain collision, where a Character unexpectedly falls through the terrain mesh. While a relocation system exists to return the Character to solid ground, it can sometimes reposition the Character to a different, unintended area, disrupting gameplay flow.
In response, our development team has implemented a significant update to the terrain collision system specific to Character movement and ground detection. This update is designed to drastically reduce the frequency of terrain fall-through incidents.
While the issue may not yet be completely resolved, internal QA testing indicates a substantial improvement in stability. We will continue to monitor feedback from testers and live data to determine whether further refinements are necessary in upcoming patches.
- Unified Global Digital World State for Multiplayer Mode
To maintain a consistent and shared world experience inside E2V1, our development team has implemented a new mechanic that automatically disables any local or sandbox modifications made by Players in free flight mode before they enter Character or multiplayer mode. This includes changes to terrain, environment, weather, vegetation, water bodies and other global attributes that we have allowed Players to experiment with and adjust real-time in-engine.
The goal is to ensure that all Players see the same version of the world with no mismatched rivers, forests, cliffs, seasonal effects and so forth, regardless of personal customisation settings. This creates a fair and synchronised environment for interaction and exploration across the vast E2V1 landscape.
Additionally, this specific update has been implemented by the development team to improve the widely reported “sink hole” issue. We will continue to monitor community feedback to determine whether further adjustments are needed.

- Hotkey Binding System
Our development team has also implemented the first version of the Hotkey Binding System, enabling Players to customise and remap their key settings for various in-game actions inside E2V1.
We recognise that the ability to personalise controls is essential for player preference and gameplay efficiency. For this reason, we made it a priority to release this system at an early stage of development, ensuring that Players can tailor their experience from the outset.
This initial version lays the groundwork for future updates that will further expand on key binding options and improve the user interface to support even more flexible configurations.

- Location Tracking System v1.0
Our development team has implemented a Location Tracking System, allowing Players to visually track all of their actively summoned Mentars within a 10-kilometre radius of their Character. This feature displays both the precise distance and the real-time location of each Mentar relative to the Player’s position.
While the system is being made available now for testing purposes, it is important to note that in the future, access will be limited to Characters who have crafted and equipped a Compass – an upcoming in-game item tied to exploration and navigation mechanics.
The Mentar Location Tracking System represents an important step forward for Earth 2, as it demonstrates our ability to process and present positional data, distance measurements and spatial awareness in real time and relative to the Character position on a large scale inside E2V1 demonstrating foundational elements for navigation that will become critical to the platform over time, especially as the EcoSim rolls out.

- Improved Character Relocation System
Alongside improvements to terrain collision, the development team has implemented an updated fix to the Character Relocation system, which is typically triggered when a Character falls through the terrain.
While the Terrain Collision System Update should significantly reduce how often fall-through events occur, we have gone a step further to enhance the relocation logic as well. This update specifically addresses cases where Characters were being incorrectly repositioned to distant or unrelated areas – a phenomenon some testers have jokingly referred to as being “yeeted”.
With this update, Players should experience a more accurate relocation, ensuring their Characters are returned to an appropriate and nearby position when needed. This improvement contributes to a smoother and more reliable traversal experience inside E2V1.

- Global Time Synchronisation Update
With the introduction of multiplayer, the development team undertook a comprehensive refactor of the internal E2V1 4x day night cycle Global Time Referencing system to ensure consistent in-game times across all time zones, inside E2V1, are the same for all Characters. This update ensures Player Characters within a multiplayer instance can experience the exact same time of day, synchronised in real time.

Although the update may seem simple at first glance, the implementation was technically complex, particularly when accounting for global time zones and the need for precise alignment across servers and clients worldwide. A significant amount of effort was invested between the development and QA teams to test, refine and finalise this synchronisation system.
This enhancement lays important groundwork for unified gameplay experiences, supporting immersion, realism, and consistency across its vast multiplayer environment.

- Emote System v1.0
The team has implemented the first version of the Emote System, enabling Players to express themselves and communicate through character animations. This feature serves as an early step toward social interaction inside Earth 2, providing a visual language that can be used even before voice or text chat is introduced.
We felt it was important to introduce this system now, particularly with multiplayer functionality going live, as it offers a safe and expressive way for Players to interact with one another during the early stages of development.
This initial rollout can be accessed via the T key by default and includes a few emotes that function with multiplayer and will serve as a foundation for broader expression tools, with additional animations and functionality planned for future updates.

- New Dehydration Animation State
The team has introduced an improved animated state that activates when a Character’s thirst bar is fully depleted. In this condition, Characters will now move more slowly and exhibit a limping animation, providing a clearer and more immersive visual cue that they are dehydrated.
This is a notable change from the previous implementation, which defaulted to a basic walking animation. The new behaviour not only enhances visual realism but also supports the long-term goal of using more meaningful survival mechanics within Earth 2.
- New Fall Damage Visuals and Audio Enhancements
The development team has implemented new visual effects (VFX) and sound effects (SFX) that trigger when a Character takes fall damage from significant heights, such as cliffs or elevated terrain. These effects enhance the feedback loop, making dangerous falls more visually impactful and immersive.
In parallel, the audio team has introduced new swimming sound effects (SFX) alongside additional sound updates that refine the overall auditory experience within E2V1. These enhancements are part of our ongoing effort to improve environmental realism and player feedback systems.

- Continued Improvements and Closing Notes
In addition to the major systems and features outlined above, the Earth 2 development team has implemented numerous other fixes, improvements and backend optimisations across the E2V1 platform. These include smaller bug fixes, system stability enhancements and foundational upgrades that collectively strengthen the overall experience.
What makes this particularly noteworthy is that all of these updates were delivered within just a four-week development cycle. Reality Thread 3 is a significant milestone not only in terms of functionality, but as a demonstration of how much progress our team made in a short, focused timeframe.
As we’ve often said, when our team is quiet publicly, it means we’re working hard behind the scenes. The results speak for themselves. Each Reality Thread builds upon the last, sometimes resolving past issues and laying the groundwork for future systems but often introducing new features. This cadence is intentional and part of our broader strategy to scale Earth 2 with dedication and transparency.
Reality Thread 3 introduces the first release of our core Multiplayer System, a foundational step in Earth 2’s evolution toward a globally connected, interactive world. As with any first release of a major system, some issues are to be expected and our team will be monitoring this rollout closely, using both internal diagnostics and player feedback to guide refinements in the days ahead.
We will also be rotating multiplayer server locations from time to time as part of our global infrastructure testing. The first server is based in Singapore and future configurations will help us evaluate performance across various regions.
While development will always remain our priority, community support – whether through testing, buying land or participation in the ecosystem – plays a meaningful role in how quickly we can deliver updates and expand the team.
It is clear that development allows us to introduce new features which in turn expands the utility of land and enhances the utility of Essence. In this way, our progress and your support work hand-in-hand to build something more impactful for everyone involved which results in more potential increase in the value of Essence.
The more development progresses, the more we’re able to deliver increased utility for Land and Essence. So the more Players engage with our ecosystem, the more we can reinvest in expanding those opportunities which in turn becomes mutually beneficial for everyone.
We’d like to extend our sincere thanks to our community members for their continued support. Your actions play a meaningful role in expanding the opportunities for Earth 2’s development, helping us to remain focused on delivering visible, purposeful progress with each update. Above all, it supports our core objective to continually expand the purpose and utility of land while building the foundational framework for richer experiences and interactions inside E2V1.
Reminders and Updates for Testers Who Stream or Share Footage
We kindly ask all testers who stream or share footage from this Reality Thread release to ensure the following key points are communicated clearly within their content:
- This is a Closed Pre-Alpha build of Earth 2 Version 1 (E2V1) and remains under active development. It does not reflect final quality, optimisation or performance.
- Earth 2 is trialing a transparent open development model, where features are released and tested in real time. This gives the community an accurate view of current progress without the illusion of things like pre-rendered trailers or selective marketing that others often use.
- Reality Thread 3 marks the first release of the multiplayer system, a major milestone. As with any early system, bugs, unexpected behaviour and limitations are to be expected and improvements will follow based on live feedback and internal development goals.
- The team is fully committed to progressively fixing and improving all systems including server performance, stability, multiplayer interactions and gameplay elements over time.
- This release is primarily intended to gather data, monitor behaviour under real-world conditions and capture unexpected edge cases across different hardware and internet setups.
- While it really should not be necessary in this day and age we ask all streamers to disclose the resolution and quality they are streaming in, whether 720p, 1080p or otherwise. Viewers should understand that streamed quality and frame rates do not reflect actual in-game performance, but rather what is being captured and encoded through your broadcasting setup.
- Clearly outlining this context not only helps your viewers better understand what they’re seeing, it also reduces the risk of your footage being misused, misrepresented or taken out of context by others. Those who intentionally repurpose your content to mislead others will be more accountable when proper context is provided up front.
We understand many streamers are excited to be the first to showcase a new Reality Thread, but we strongly recommend finishing the update, confirming that everything is working correctly on your system and familiarising yourself with key features before going live. Sometimes technical issues may arise from your own setup – this step ensures a better experience for both you and your audience.
Join the journey, shape the future. Earth 2, the People’s Metaverse.
About Earth2
Earth 2® is a futuristic concept for a second earth; a metaverse, between virtual and physical reality in which real-world geolocations correspond to user generated digital virtual environments. These environments can be owned, bought, sold, and in the near future deeply customised.
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