Decompiled. Rebuilt. Redeployed.
A C++ client rebuilt from the original executable, an authoritative server built to match the official one, and an open record of how Wulfram II works: formats, protocol, physics and history. The reconstructed client runs in your browser: sign up on wulfram3.com and play.
status
updated 2026-10-15- M1 Project direction done
- M2 Resource loading and a native client functional
- M3 Local movement functional
- M4 Multiplayer functional
- M5 Complete game surface functional
- M6 Completeness qualification open
- ↳ Browser build, playable at wulfram.dev/play/ shipped
- ↳ Windows build, available on wulfram3.com shipped
- ↳ Fidelity passes: UI, graphics, effects, sound, networking in progress
- ✓ Tank and Scout combat, all weapons, pad servicing shipped
- ✓ Cargo, power, gun and flak defenses shipped
- ✓ Supply queues, ship travel, ship wars, orbital bombardment shipped
- ✓ Classic victory, map rotation, bots shipped
- ✓ Browser players over WebTransport and WebSocket shipped
- ✓ Account logins through wulfram3.com shipped
- · Uplink capture self-destruct open
- · Demand-based supply production open
- · Squads, persistent stats, team balance open
explore
01play
The reconstructed C++ client runs in your browser against the Rust server. Sign up on wulfram3.com first; that account logs you in here too.
02docs
How the game works, from packets and file formats to hover physics, with every rule labeled by its evidence.
03archive
History, interviews and the cutting room floor: dormant vehicles, editor paths and unused assets.
04build
Mods, maps and new assets for the living game, plus the roadmap and ways to contribute.
- Original contact and cargo rules Contact exclusions and cargo rules recovered from the original client, plus authoritative physics capture for comparisons. fbea986
- Long-displacement sweeps Terrain and body-pair sweeps for large per-step movement, synced from the shared physics core. 09cd4a3
- Passive capture mode The server can record original-client physics sessions, including jumps and docking, for fidelity comparisons. 8b61890
- Browser listeners Built-in WebTransport and WebSocket listeners let browser players join the same match as native clients. 676ed5e
- Create a free account on wulfram3.com.
- Open wulfram.dev/play/. The game loads and starts by itself.
- Log in with your wulfram3.com handle and password, pick a team and deploy.
from the archive
full archive →“…we need to be having 32-player battles all the time…”Jonathan Blow · interview with the Wulfram team · Multiplayer Online Games Directory, 1998
- 1998 Three-person team (Bernt Habermeier, Jonathan Blow and Rick Keagy) runs the Wulfram closed beta, with release planned on TEN.
- late 90s The sequel is developed with TEN as ShockForce, but never published under that name.
- 2002 Bernt Habermeier ("Slurpy") releases it as Wulfram II through Slurpysoft, free to play and funded by donations.
- 2010 The official servers shut down and wulfram.com goes offline.
- 2026 Reverse-engineering effort: the reconstructed C++ client becomes playable in the browser, on the authoritative Rust server.