Rovenhell is a project aimed at creating a server-authoritative MMO game server architecture using distributed dedicated servers.
However, it was discontinued due to architectural limitations discovered during implementation.
The project is NOT intended to be a production-ready tool; its primary goal was to help me learn network programming and test ideas, exploring why certain concepts are rarely used in real-world MMOs.
Instead of relying on Unreal's replication system, Rovenhell uses custom-written netcode to synchronize approximately 200 players per dedicated server. However, the player base does not scale linearly with distribution, which was the core reason for discontinuing the project.
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