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Steam News16 February 20264mo ago

Fully Rebuilt for UE5

MO has been completely rebuilt on Unreal Engine 5.7. This was not a simple port. The project was re-architected so the core gameplay systems live in a dedicated C++ plugin (MOFramework), with clean subsystem and compone

Full notes

Full Metaverse: Origins update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions5 changes0 removals
  • UI and audio
  • Gameplay
  • Maps
  • Server
changedMO has been completely rebuilt on Unreal Engine 5.7. This was not a simple port. The project was re-architected so the core gameplay systems live in a dedicated C++ plugin (MOFramework), with clean subsystem and component boundaries, GUID-based persistence, and a UI flow that is finally stable enough to scale. The goal is the same: ultra-realistic open-world survival with fully destructible voxel terrain, grounded physics, and detailed medical and crafting simulation.
addedThis rebuild also unlocked a big wave of new features and infrastructure that the old project structure was actively fighting. A lot of time went into “boring but critical” foundations: reliable save/load identity, interaction routing, menu and level transitions, safe spawn logic on voxel terrain, and modular UI.
addedWhat’s new in the UE5 rebuild (highlights):
changedMOFramework plugin foundation: core systems moved into a reusable, modular C++ plugin (components + subsystems, interface-based decoupling)
changedVoxel-aware game flow: waits for voxel terrain render state, then finds safe land above water for spawning (raycast-based, configurable search)
addedNew main menu + intro flow: New Game, Load, Options, Exit, with skippable intro video and clean input mode transitions

Metaverse: Origins changes

changedMO has been completely rebuilt on Unreal Engine 5.7. This was not a simple port. The project was re-architected so the core gameplay systems live in a dedicated C++ plugin (MOFramework), with clean subsystem and component boundaries, GUID-based persistence, and a UI flow that is finally stable enough to scale. The goal is the same: ultra-realistic open-world survival with fully destructible voxel terrain, grounded physics, and detailed medical and crafting simulation.
addedThis rebuild also unlocked a big wave of new features and infrastructure that the old project structure was actively fighting. A lot of time went into “boring but critical” foundations: reliable save/load identity, interaction routing, menu and level transitions, safe spawn logic on voxel terrain, and modular UI.
addedWhat’s new in the UE5 rebuild (highlights):
changedMOFramework plugin foundation: core systems moved into a reusable, modular C++ plugin (components + subsystems, interface-based decoupling)
changedVoxel-aware game flow: waits for voxel terrain render state, then finds safe land above water for spawning (raycast-based, configurable search)

MO has been completely rebuilt on Unreal Engine 5.7. This was not a simple port. The project was re-architected so the core gameplay systems live in a dedicated C++ plugin (MOFramework), with clean subsystem and component boundaries, GUID-based persistence, and a UI flow that is finally stable enough to scale. The goal is the same: ultra-realistic open-world survival with fully destructible voxel terrain, grounded physics, and detailed medical and crafting simulation.

This rebuild also unlocked a big wave of new features and infrastructure that the old project structure was actively fighting. A lot of time went into “boring but critical” foundations: reliable save/load identity, interaction routing, menu and level transitions, safe spawn logic on voxel terrain, and modular UI.

What’s new in the UE5 rebuild (highlights):

MOFramework plugin foundation: core systems moved into a reusable, modular C++ plugin (components + subsystems, interface-based decoupling)

Voxel-aware game flow: waits for voxel terrain render state, then finds safe land above water for spawning (raycast-based, configurable search)

New main menu + intro flow: New Game, Load, Options, Exit, with skippable intro video and clean input mode transitions

Equipment system: full body slot equipment (head, chest, legs, feet, hands, back) plus left and right hand weapon slots and UI icons

Persistence backbone: GUID-based identity tracking for stable cross-session references, destroyed GUID tracking, and save/load patterns designed for multiplayer hardening

Data-driven content: items, recipes, and skills defined in CSV and imported into DataTables for modding-friendly workflows

Survival simulation scaffolding: anatomy, vitals, metabolism, mental state, skills, crafting queues, and recipe discovery are in place and being iterated

Next focus: The MVP survival loop is being pushed forward now that the foundation is solid: deeper medical treatments via DataTables, crafting validation and server-side checks, and tightening UI workflows (inspection, stack splitting, contextual crafting).

If anything breaks or feels off, feedback on the build is extremely useful right now because systems are being locked down while the architecture is still flexible.

Source

Steam News / 16 February 2026

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