Post B2gwmtRDoXbPU4LwdE by wolf480pl@mstdn.io
(DIR) More posts by wolf480pl@mstdn.io
(DIR) Post #B2gwWdgyabGi11yIF6 by wolf480pl@mstdn.io
2026-01-26T23:10:52Z
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silly idea:a multiplayer game with an intentional RCE vuln in the server (properly sandboxed so that it only allows changing game mechanics, not DDoSing other servers)the first few players knew about the vuln and used it to create a set of "magical artifacts" - in-game items that, when used correctly, provide limited primitives to bypass game mechanics, eg. modify damage values of weaponsthen use them to create a lot of glitched items, cursed locations, etc., create lore around it,1/
(DIR) Post #B2gwmtRDoXbPU4LwdE by wolf480pl@mstdn.io
2026-01-26T23:13:49Z
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then let in more players who don't know about any of that, and let them discover and reverse engineer all the glitched items, artifacts, and eventually find the RCEoh, and the server should send to the client full information about in-game entities, even if the client doesn't need it, to encourage people to snoop the protocol, modify the client, and find more lore hidden in the state of these cursed locations and glitched items2/2
(DIR) Post #B2gy99mnoSsGVmcwXg by wolf480pl@mstdn.io
2026-01-26T23:29:02Z
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I wonder if anyone's done sth like that already.I've heard there are games that encourage modifying the client (haven and hearth), games where unintentional bugs were used as a magic system (Minecraft) and servers that encourage exploiting such bugs to create overpowered items (2b2t).And I've heard of CTF tasks that were small multiplayer games with intentional bugs.But nothing that would create a multi-layer magic system on top of an intentional bug, and then build lore around it.