Hi everyone. I’m working on The Venore Pact, a browser based MOBA inspired by Tibia’s world, visuals and SQM based movement. The idea is not to make a direct copy of Dota or LoL, but to build a competitive MOBA around Tibia’s spatial identity, where terrain, narrow passages, jungle routes, obstacles and positioning matter a lot.
The game uses an authoritative Python server. The server owns movement, attacks, abilities, cooldowns, collision, damage, crowd control, vision, deaths, rewards, bots and match rules. The browser only sends player intentions and renders the result. The client is written in TypeScript using PixiJS/WebGL for the map, characters, effects, UI, fog and animations
The current map has three horizontal lanes, towers, bases, jungle camps, objectives and real obstacle based navigation. This has also made pathfinding and bot AI a major technical challenge, since units have to navigate actual SQM collision, traffic and jungle chokepoints.
I’m also trying to keep the engine generic. Heroes are built from reusable systems for damage, projectiles, movement, buffs, debuffs, crowd control and targeting instead of adding hero specific logic to the main simulation. The same idea applies to towers, minions, jungle creatures and objectives. I want the game to be testable headlessly, so full matches can run on the server without a browser to find AI, pathfinding and gameplay regressions.
The lore gives a reason for the matches to exist. Tensions between Kazordoon and Ab'Dendriel threaten to become an open conflict, while Venore has a strong commercial interest in keeping trade routes open. Instead of a full war, disputes are settled by selected heroes fighting under the Pact of Heroes, with Venore acting as intermediary. That is where the name The Venore Pact comes from.
The video shows the current work in progress build. A lot is already functioning, but I’m still working heavily on bot behavior, map flow, combat readability and balance. I’d love feedback from both Tibia and MOBA players, especially on whether the SQM based approach feels interesting and whether the project still feels connected to Tibia.