Lurking Exploit Online (LEO) is a 4X MMO set in a vast, shared galaxy where thousands of players explore thousands of star systems, mine resources, trade at space stations, and travel through jump gates. Discover uncharted space, form alliances, wage war, and shape a persistent universe together.

Promises
- Single persistent universe shared by thousands of concurrent players
- Procedurally generated galaxy with thousands of star systems
- Deterministic generation ensures every player sees the same stars, belts, nebulae, and regions
- Seamless jump gate travel between systems
- Unified server experience that feels like one continuous world
- Real-time player interaction across exploration, trade, alliances, and combat
- Large-scale concurrency designed to support massive player populations without fragmenting the universe

Monetization Philosophy
- We plan to implement a simple monthly and yearly subscription (We built LEO for players who want to invest in a living universe over time. We are not here to chase short-term rewards.)
- No in-game purchases for real money
- No vanity or cosmetic store for real money
- No items sold for real money
- No pay-to-win mechanics
- No gated power, boosts, or shortcuts for real money
- No manipulative or predatory marketing
- Everyone plays on an equal footing

To Do (3)

Organize a small play test

Launch Alpha
Author: Fentus
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Build a client for a small play test. Organize an event.

Added: Mar 04, 2026

Combat & Weapon systems

Combat
Author: Fentus
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Rail guns
Mini Guns
Missiles
Lasers
Anti Missile Systems (AMS)

Sensors (Signature and Range)

Shielding -> Active/Buffer/Regen
Armour -> Active/Buffer

Energy / Regen

Added: Feb 28, 2026

Add Bookmarks

Feature
Author: Fentus
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Ability to add bookmarks and see them on the overview.

Added: Feb 05, 2026

In Progress (3)

Market & Trade

Core Systems & Architecture
Author: Fentus
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Add a market for selling and trading items inside stations.

Started: Mar 12, 2026

NPC Ships

Core Systems & Architecture
Author: Fentus
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NPC ships that roam asteroid belts.

Started: Mar 12, 2026

1st full class of ships & new classifications

Author: Fentus
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Add 3+ new frigates to the game and add new classification specifications

UL - Ultralight > 0 <= 5000 tons
M - Medium >5000 <= 15000 tons
H - Heavy >15000 <= 30000 tons
B - Battleship >30000 <= 50000 tons
C - Carrier >50000 <= 200000 tons
D - Dread >50000 <= 200000 tons

Started: Mar 09, 2026

Done (72)

Autopilot

Core Systems & Architecture
Author: Fentus
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Added autopilot so we can afk from src to dest

Completed: Apr 05, 2026

Ammo for missile launchers

Core Systems & Architecture
Author: Fentus
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Ammo for missile launchers
Completed: Mar 17, 2026

Right Click Menu

Core Systems & Architecture
Author: Fentus
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Simple right click menu for quick warps

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Right Click Menu
Completed: Mar 14, 2026

Recent Updates (Last 48 Hours)

Core Systems & Architecture
Author: Fentus
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- Missile System — Added missile bay modules as a new weapon type with projectile visuals, exhaust trails, and impact effects
- Missile Fixes — Resolved issues with missile targeting and cycle behavior
- Ship Stats Overhaul — Broke out ship stats into detailed tables for better readability
- 4 New Ship Assets — Added textures for 4 new ships
- Weight System Fixes — Corrected thrust-to-weight speed calculations
- Weapon Wind-Down — Weapons now visually wind down when deactivated, with target menu showing wind-down state
- Turret Improvements — Fixed turret lerp snapping and turret jitter/giggle
- Hotbar Grouping — Hotbar no longer groups unlike items together
- Logout & Gate Jump Timers — Added visible countdown timers for logout and gate jumps
- UI Polish — Windows auto-close on dock/undock; inventory/cargo backgrounds no longer alternate row colors; various window layout fixes
- Login Improvements — Username field auto-focuses on login screen; Enter key dismisses error popups before triggering login
- Session Reconnect — Players can now reconnect to an active session without waiting for timeout — game state (position, warp, weapons, orbit, locks) is preserved

🖼️ Image attached
Recent Updates (Last 48 Hours)
Completed: Mar 14, 2026

Switch to a slot based tonnage system.

Feature
Author: Fentus
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Switch from a hard-point balance system to a tonnage and size based system.

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Switch to a slot based tonnage system.
Completed: Mar 12, 2026

All the little things

Fix
Author: Fentus
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1.) Exit button not clickable in one click — sometimes requires two clicks.
2.) Hovering on the overview should show a new highlight color, applied the same way as selected, targeted, etc.
3.) When the server is 100% ready, display a banner on the console.
4.) Turrets when jumping and warping are not in the correct shader / animation. Warp animation start should be based on visual position, not server-side position.
5.) Add metadata details to the map search. Fade results when not matching the search.
6.) Weapon grouping.
7.) When claiming a ship, also claim a 'Damaged Mining Laser'.
8.) Show more info on the System Map (Belts / Belt name on hover).
9.) Zooming in and out on the game should not zoom in and out on the map when it is open.

Completed: Mar 10, 2026

Refine Ore's

Core Systems & Architecture
Author: Fentus
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Recipes for refining ores.

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Refine Ore's
Completed: Mar 09, 2026

Produce Mining Lazers

Feature
Author: Fentus
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Produce mining lazers form refined goods

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Produce Mining Lazers
Completed: Mar 09, 2026

Golem

Ship
Author: Fentus
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A massive industrial vessel bristling with nine weapon hardpoints. The Golem''s reinforced hull and expansive cargo bay make it the backbone of large-scale mining and salvage operations, while its formidable armament ensures it can defend itself in hostile territory.

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Golem
Completed: Mar 09, 2026

Ice

Feature
Author: Fentus
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Water Ice (H₂O) Hydrogen Fuel, Oxygen
Ammonia Ice (NH₃) Nitrogen Fertilizer
Methane Clathrate(CH₄) Methane Fuel Cells, Organic
Dry Ice (CO₂) Atmosphere Processing Gas

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Ice
Completed: Mar 07, 2026

Mine Asteroids

Feature
Author: Fentus
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Ability to activate mining lasers and collect ore top ship inventory.

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Mine Asteroids
Completed: Mar 01, 2026

Mining Lasers

Feature
Author: Fentus
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Mining lasers are ship equipment modules that players can activate on valid, mineable targets such as asteroids or resource nodes, generating resource items into the ship’s inventory. Mining only succeeds when the server confirms the target is mineable, within range, and meets any lock or line-of-sight requirements. Mining output is calculated deterministically each tick based on module stats and target properties, with progress and yield results replicated to clients.

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Mining Lasers
Completed: Mar 01, 2026

Inventory Weight System

Feature
Author: Fentus
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Add weight to ships items and block some specific inventories from some specific items.

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Inventory Weight System
Completed: Feb 28, 2026

Ship Equipment System

Feature
Author: Fentus
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Ship equipment can only be attached or changed while the player is docked at a station, and no equipment modifications are allowed while in space. The server enforces this by validating the player’s state before approving any equipment change, rejecting all modification requests made in space. When changes are allowed, updated equipment states are immediately replicated to clients.

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Ship Equipment System
Completed: Feb 28, 2026

Friends + Friends Chat

Feature
Author: Fentus
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Ability to add friends and chat with them.

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Friends + Friends Chat
Completed: Feb 26, 2026

Add a watchlist

Feature
Author: Fentus
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Add a watchlist so we can track players online status.

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Add a watchlist
Completed: Feb 25, 2026

Search player database

Feature
Author: Fentus
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Allow users to search from other users and show online / offline status.

Completed: Feb 25, 2026

Search Engine

Core Systems & Architecture
Author: Fentus
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Build a functional insanely optimized search engine for database data.

Completed: Feb 25, 2026

Activate ship and deactivate ship

Core Systems & Architecture
Author: Fentus
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Activate ship and deactivate ships as well as add shuttles. (New Ship)

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Activate ship and deactivate ship
Completed: Feb 23, 2026

Nuff Said...

Core Systems & Architecture
Author: Fentus
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Nuff Said...
Completed: Feb 23, 2026

Dedicated Servers

Cross-platform
Author: Fentus
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Setting up servers and infrastructure.

Online
1 web server 8 cores, 16 threads @ 2.7GHZ & 16GB's of RAM
1 lobby server 24 cores, 48 threads @ 3.7GHZ & 192GB's of RAM
3 games servers 24 cores, 48 threads @ 3GHZ & 32GB's of RAM

Offline Backups:
3 games servers 24 cores, 48 threads @ 3GHZ & 32GB's of RAM

Completed: Feb 22, 2026

Login and out in dock

Fix
Author: Fentus
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Login and out in dock currently it spawn you in your last position near the station.

Completed: Feb 16, 2026

Inventory System

Feature
Author: Fentus
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Inventories are player-scoped and split by location: every player has separate inventories for each station and each ship they use. Station and ship storage are completely independent, with items tracked by quantity and keyed by playerId + stationId or playerId + shipId. Moving items between a ship and a station requires an explicit transfer action—nothing is shared automatically.

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Inventory System
Completed: Feb 15, 2026

Stations Bounds

UI/UX
Author: Fentus
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An easy way to see whats in and not in range of stations.

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Stations Bounds
Completed: Feb 15, 2026

System View

UI/UX
Author: Fentus
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System view and map view on one command bar tool.

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System View
Completed: Feb 15, 2026

Afterburner trail and warp bubble

GFX
Author: Fentus
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Add in animations for afterburner output and warp bubble

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Afterburner trail and warp bubble
Completed: Feb 14, 2026

Warp

Feature
Author: Fentus
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Move quickly to markers with no control

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Warp
Completed: Feb 14, 2026

Waypoint Overlay System

Feature
Author: Fentus
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The way point overlay renders markers for all active way points on screen, showing basic details like name/type and distance, and continuously updates their positions as the player or camera moves.

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Waypoint Overlay System
Completed: Feb 14, 2026

Backend tooling and optimizations

Core Systems & Architecture
Author: Fentus
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Spatial debug view, player view

Completed: Feb 14, 2026

Docking

Feature
Author: Fentus
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Add docking so we can remove the user from the game world and put them safely inside a space station.

Completed: Feb 12, 2026

Style Editor

UI/UX
Author: Fentus
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Make it your own!

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Style Editor
Completed: Feb 11, 2026

Full screen mode / Screenshot mode

UI/UX
Author: Fentus
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F1 - Help
F9 - Screenshot
F10 - Screenshot mode
F11 - Full window
F12 - Full screen mode

Completed: Feb 11, 2026

Zoom LOD Icons

UI/UX
Author: Fentus
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When zooming out we need to see icons on objects that become too small. Also when zooming and using "current target indicator" we need to make it the same color as the "current target indicator".

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Zoom LOD Icons
Completed: Feb 11, 2026

Logout Button

Fix
Author: Fentus
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The logout button needs to have a timer and logout after the 60 sec of being safe.

Completed: Feb 11, 2026

Frame Skip

Fix
Author: Fentus
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glFinish() is a blocking GPU sync, it forces the CPU to wait until the GPU completes ALL pending draw calls. This wait time is variable and can occasionally spike.

Completed: Feb 08, 2026

Local Chat

UI/UX
Author: Fentus
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Add a chat so we can see all users in the same system and talk with them.

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Local Chat
Completed: Feb 08, 2026

Orbit Fixes

Fix
Author: Fentus
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The orbit approach was changed from aiming at the closest radial point on the orbit circle to computing perpendicular entry points — two candidate points at 90° to the ship-to-target line, one for CW and one for CCW orbit direction. The transition from straight-line approach to tangential orbit velocity now blends over a full orbit-radius-wide zone (from 2x down to 1x distance), instead of a hard 5% threshold, preventing the ship from cutting inward on entry.

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Orbit Fixes
Completed: Feb 08, 2026

Orbiting

Feature
Author: Fentus
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Added orbiting, it wont guarantee distance but it will try it best.

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Orbiting
Completed: Feb 07, 2026

Clean up UI

UI/UX
Author: Fentus
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Added buttons to control ships.

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Clean up UI
Completed: Feb 07, 2026

Gate Transfer Stasis (Bridge Connections)

Feature
Author: Fentus
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When a player begins a system transition through a bridge connection, a transfer token records the transfer start timestamp and the player enters gate transfer stasis. For exactly 4 seconds from that start time, the player is fully locked in stasis—movement is disabled and no commands can be sent or processed, regardless of arrival completion. After the 4-second duration elapses, stasis automatically ends and normal control is restored.We can also see when a user jumps in or out of a system by the gate activation animation even if we never see the player because we can see the gate.

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Gate Transfer Stasis (Bridge Connections)
Completed: Feb 06, 2026

Cloaking System (Cloaking & Stasis Cloaking)

Feature
Author: Fentus
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The cloaking system introduces two server-controlled modes that determine invisibility to other players: standard cloaking allows movement while remaining unseen, while stasis cloaking keeps the player invisible only as long as they do not move, with any movement immediately breaking the cloak. The server is authoritative over cloak state, and cloaked entities are excluded from replication, sensors, overview lists, targeting, and interactions. Any cloak or uncloak event is instantly replicated to clients for UI and visual updates.

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Cloaking System (Cloaking & Stasis Cloaking)
Completed: Feb 06, 2026

Galaxy Map

Feature
Author: Fentus
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Added a galaxy map so we can view the game world.

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Galaxy Map
Completed: Feb 05, 2026

Overview Selection Direction Indicator

Tooling
Author: Fentus
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Add a visual indicator that points toward the object currently selected in the Overview panel, helping players quickly identify the direction of their target in space.

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Overview Selection Direction Indicator
Completed: Feb 05, 2026

Jump Gate Network

Feature
Author: Fentus
Click for details

Inter-system travel via jump gates connecting star systems. Includes gate visualization, connection mapping for all 3000 star systems, and seamless transitions between systems with proper state management.

🖼️ Image attached
Jump Gate Network
Completed: Feb 05, 2026

Sensor and Radar System

Feature
Author: Fentus
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Sensor-based detection system with configurable range, visual radar display, and circle-to-circle collision detection for visibility. Players can only see objects within their sensor range.

Completed: Feb 05, 2026

Multi-Server Architecture

Core Systems & Architecture
Author: Fentus
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Distributed game architecture allowing players to seamlessly travel between different game servers. Includes server-to-server communication, secure player handoff with transfer tokens, cross-server jump commands, system sharding across multiple game servers, and automatic client reconnection for server transfers.

Completed: Feb 05, 2026

Overview Panel

UI/UX
Author: Fentus
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Comprehensive space overview interface showing nearby objects including stars, planets, asteroids, stations, gates, and other players. Features filtering options, icons for different object types, distance formatting, waypoint indicators, and performance optimizations for large object counts.

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Overview Panel
Completed: Feb 03, 2026

Com Interface

UI/UX
Author: Fentus
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In-game combar for player messaging and system notifications. Provides interface for future chat and communication features.

Completed: Jan 31, 2026

Configuration System

Core Systems & Architecture
Author: Fentus
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YAML-based configuration files for server setup, game settings, and runtime options. Includes default values and easy customization without code changes.

Completed: Jan 30, 2026

Logging System

Support
Author: Fentus
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Comprehensive logging for debugging and monitoring including game events, lobby activity, server bridge communication, and configurable log levels. Supports muting noisy logs during normal operation.

Completed: Jan 30, 2026

Player Authentication

Core Systems & Architecture
Author: Fentus
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Complete login and account system with session management, 60-second timeout handling, instant logout, proper disconnection handling, and login state recovery after failed attempts.

Completed: Jan 30, 2026

Modular Space Stations

Feature
Author: Fentus
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Modular space stations implementation w/o docking capabilities, and integration with the overview and targeting systems. Stations appear on the star map via seeds.

Completed: Jan 28, 2026

Targeting and Locking System

Feature
Author: Fentus
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Complete targeting system with sensor-based detection, target locking mechanics, and signature tracking. Players can lock multiple targets based on sensor strength, with visual indicators for locking progress and locked status. Includes right-click targeting, target validation, and maximum target limits.

Completed: Jan 27, 2026

Star System Generation

Feature
Author: Fentus
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Procedural generation system for creating diverse star systems with multiple star types, varying sizes, and visual effects like solar flares. Includes support for very large stars, synchronized rendering across clients, and damage calculations based on star proximity.

Completed: Jan 25, 2026

Custom Network Library

Core Systems & Architecture
Author: Fentus
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Custom networking library built on Netty & Colfer framework supporting TCP connections, broadcast messaging, connection callbacks, ping monitoring, and thread-safe event handling. Includes SSL certificate generation and robust connection management. As well as a custom NT server and customizable compression. (2 years of development and testing on various projects.)

Completed: Jan 25, 2026

Asteroid Belt System

Feature
Author: Fentus
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Dynamic asteroid belt generation with clustering algorithms, rotation animations, fade effects for distant objects, and multiple asteroid types. Belts are procedurally generated with configurable density and distribution patterns.

Completed: Jan 25, 2026

Solar Flare Effects

Feature
Author: Fentus
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Dynamic solar flare visual effects synchronized across all clients. Flares emanate from stars with proper timing and visual consistency regardless of when players enter the system.

Completed: Jan 25, 2026

Camera System

Core Systems & Architecture
Author: Fentus
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Dynamic camera following player ship with centering, zoom controls (including minimum zoom limits), and smooth transitions. Camera properly handles system changes and maintains player focus.

Completed: Jan 25, 2026

Parallax Background System

Feature
Author: Fentus
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Multi-layered parallax background rendering with procedurally generated star fields, gas clouds, and nebulae. Creates depth and atmosphere while maintaining performance through efficient rendering.

Completed: Jan 24, 2026

UI Framework

UI/UX
Author: Fentus
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ImGui-based user interface handling mouse and keyboard input, window management, and proper input conflict resolution between game and UI elements.

Completed: Jan 17, 2026

Database Integration

Core Systems & Architecture
Author: Fentus
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PostgreSQL database integration with automatic code generation, entity loading, caching system, and query optimization. Supports user accounts, character data, and game state persistence.

Completed: Jan 12, 2026

Caching System

Core Systems & Architecture
Author: Fentus
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Multi-level caching for improved performance including entity data caching, map caching, server-side caching, and batch processing. Reduces database load and improves response times.

Completed: Jan 10, 2026

Performance Optimization

Optimization
Author: Fentus
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Various performance improvements including multi-threading for event listeners, rate limiting for server protection, threaded cloud generation, cache optimization, and reduced network traffic through targeted updates.

Completed: Jan 09, 2026

Entity Synchronization

Core Systems & Architecture
Author: Fentus
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Real-time entity synchronization between server and clients with movement smoothing, rotation interpolation, and position prediction. Reduces visual jitter and provides smooth gameplay even with network latency.

Completed: Jan 02, 2026

Procedural Generation Seeds

Core Systems & Architecture
Author: Fentus
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Deterministic procedural generation using synchronized seeds between server and clients. Ensures all players see identical generated content like stars, asteroids, and nebulae.

Completed: Dec 31, 2025

Ship Movement System

Core Systems & Architecture
Author: Fentus
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Ship control system with alignment commands, stop commands. Includes smooth acceleration, rotation inertia, and movement type enumeration.

Completed: Dec 25, 2025

Connection Management

Core Systems & Architecture
Author: Fentus
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Robust connection handling with status tracking, graceful failure recovery, duplicate listener prevention, inactive connection cleanup, and secure connection ID assignment.

Completed: Jun 22, 2025

Multi-Platform Support

Cross-platform
Author: Fentus
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Build system producing executables for Windows, Linux, and MacOS. Includes fat JAR packaging, code obfuscation for releases, and Maven-based build automation with GitHub workflows.

Completed: Jan 14, 2024

Localization System

Localization
Author: Fentus
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Multi-language support with JSON-based language files, font compatibility, and easy translation management. Currently includes English with infrastructure for additional languages.

Completed: Dec 30, 2023

NPC System

Core Systems & Architecture
Author: Fentus
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Non-player character support with entity types, civilization affiliations, and server-side management. NPCs are tracked separately from players in status displays and updates.

Completed: Jul 29, 2023

ID Management System

Core Systems & Architecture
Author: Fentus
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Robust identification system for entities, connections, and game objects. Supports long IDs for scalability, formatted display for readability, and proper cleanup on removal.

Completed: Apr 24, 2023

Texture and Animation System

Core Systems & Architecture
Author: Fentus
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Texture rendering with animation support, color masking for customization, and efficient asset management. Supports ship customization and visual variety.

Completed: Mar 16, 2023