current backend status
the old alpha version was closer to a simple replay system.
it worked by returning prepared responses, almost like replaying captured scenes or fixed server answers. that was enough for limited testing, but it was not enough to rebuild the real eversoul experience.
now the project is being moved into a full local high-end server system.
the goal is not just to open one story screen or replay one saved scene. the goal is to make the game client talk to a real local server, similar to how spt fika work.
what is already working:
- 219 game request paths are registered
- all 219 paths are connected to server handlers
- 359 tbl tables are registered
- the server database can be created successfully
- the database includes 961 default spirits
- 27 account and state tables are prepared
- the old fixture-style handler system has mostly been removed
- basic account, session, story, event, dungeon, battle, profile, and state storage structures now exist
- some story-related actions already save real account state
- the server is now based on sqlite3 and persistent local data instead of only returning fixed responses
what this means in simple words:
before, the server was mostly saying “show this prepared result.”
now, the server is starting to remember account data, story progress, rewards, unlocked content, selected options, event states, and other game states.
this is important because eversoul is not just a collection of static story files.
even if the story text, models, voices, and assets already exist in the game data, the client still needs server responses to know what is unlocked, what was already cleared, what reward was claimed, what account state exists, and what should happen next.
this is why the backend has to be built from the foundation.
current limitations:
the project is not finished yet.
many systems are connected, but not all of them fully behave like the original live server yet.
the biggest remaining work is:
- replacing low-level response handling with cleaner request and result structures
- making all reward, schedule, event, story, and account logic follow tbl rules
- making every account-changing action use proper database transactions
- improving the history and evidence system for requests and responses
- finishing full story, battle, dungeon, raid, shop, event, and reward logic
- separating the router, websocket, admin page, and game request systems more cleanly
- checking that story and battle responses match the real captured server behavior
so the current status is:
this is no longer just a basic fixture server.
it has already moved into a real local backend structure, with registered game paths, tbl data, account state, and sqlite3-based storage.
but it is still not a complete original-server replacement yet.
the foundation is being built now, and once this foundation becomes stable, features like main stories, love stories, event stories, evertalk, rewards, accounts, progression, gacha, raids, and other systems can be implemented much more properly.
current backend status
the old alpha version was closer to a simple replay system.
it worked by returning prepared responses, almost like replaying captured scenes or fixed server answers. that was enough for limited testing, but it was not enough to rebuild the real eversoul experience.
now the project is being moved into a full local high-end server system.
the goal is not just to open one story screen or replay one saved scene. the goal is to make the game client talk to a real local server, similar to how spt fika work.
what is already working:
what this means in simple words:
before, the server was mostly saying “show this prepared result.”
now, the server is starting to remember account data, story progress, rewards, unlocked content, selected options, event states, and other game states.
this is important because eversoul is not just a collection of static story files.
even if the story text, models, voices, and assets already exist in the game data, the client still needs server responses to know what is unlocked, what was already cleared, what reward was claimed, what account state exists, and what should happen next.
this is why the backend has to be built from the foundation.
current limitations:
the project is not finished yet.
many systems are connected, but not all of them fully behave like the original live server yet.
the biggest remaining work is:
so the current status is:
this is no longer just a basic fixture server.
it has already moved into a real local backend structure, with registered game paths, tbl data, account state, and sqlite3-based storage.
but it is still not a complete original-server replacement yet.
the foundation is being built now, and once this foundation becomes stable, features like main stories, love stories, event stories, evertalk, rewards, accounts, progression, gacha, raids, and other systems can be implemented much more properly.