BLISTER
ONLINE WIKI

Community documentation for Blister Online, build 1327.

System mechanic — a genuinely separate mode

Online Mode

A live, account-based online mode, separate from the browser-save single-player game this wiki mostly documents

Everything else on this wiki was researched against the single-player build's own code. Online mode is a real, separately deployed system this page confirms exists and is reachable — but hasn't been explored past the login screen (no account was created to verify this; see "what isn't confirmed yet," below). Treat this page as a starting point, not a complete guide.

What's confirmed

  • Online mode is live at play.blisteronline.com — a real, running game client distinct from the file you download and play in your own browser's storage. The title screen shows a build number (newer than the single-player build this wiki's other pages are researched against) and a live player count.
  • It requires a real account — a username-and-password login screen, with Register and Forgot Password options, not the browser-local "characters" the rest of this wiki describes. This is a genuinely different progress-storage model from everything on the Characters and Saves page.
  • The title screen shows a server name ("Void" at the time this page was checked) next to the player count, suggesting the game may support more than one server/realm — unconfirmed past what's visible pre-login.
  • A separate desktop app exists: a thin wrapper that opens play.blisteronline.com in its own native window rather than a browser tab. Same game either way — the desktop app is packaging, not a different version.
  • The main promotional domain, blisteronline.com, is a separate, still-unfinished landing page — as of this check, its own "play" button literally hadn't been wired to the real game URL yet. Don't confuse it with play.blisteronline.com, which is the actual game.

The single-player game underneath, plus one extra module

Online mode isn't a separate game rebuilt for multiplayer. According to the game's own development log, the file the online client actually serves is kept as a straight, automatic copy of whatever the current single-player build is — the connection code that talks to a server lives directly inside the same file everyone downloads and plays offline, rather than being bolted on separately for an online release. That module does nothing at all unless it's told to connect to a server, so without a connection it behaves as the ordinary single-player game. Your movement, combat, crafting, and inventory all still run as the normal single-player systems described throughout the rest of this wiki; nothing about how your own character plays was rewritten for online mode.

Worth knowing separately: keeping that file itself current is not the same as the live website actually serving it. According to the development log, getting a freshly built file onto the real play.blisteronline.com domain the public reaches has, at least at points in this project's history, required the operator to manually run a deploy step — so the newest build existing is not by itself a guarantee that it's what you're playing on if you visit the site at any given moment.

What the connection actually adds

The development log describes this first wave of online functionality as deliberately the smallest useful slice, not a full shared-authority multiplayer game. Confirmed from that log:

  • You can see other connected players as real avatars standing in the same 3D world you're walking around in, each with their name floating above them, smoothly sliding between positions rather than snapping or teleporting.
  • Chat exists as one of the small set of messages the connection sends and receives.
  • Other players' avatars don't show their actual gear or appearance. The connection reports position and a name, nothing about what someone is wearing or how their character looks — so seeing someone online tells you where they are, not what they have on.
  • Other players aren't currently solid to your own gameplay. Your own physics, combat, and economy run entirely on your own machine, the same as single-player — the server isn't yet the authority deciding whether a swing lands or a harvest succeeds for anyone. Seeing someone doesn't mean fighting them or trading with them, at least not through anything this first slice added.

Why online mode needs a real account

Single-player progress lives entirely in your own browser's local storage — see Characters and Saves. That can't follow you between devices, which is exactly what a real account solves: according to the development log, a logged-in character's inventory, cash, hitpoints, and position are saved automatically roughly every half minute and again the moment you log out, then restored the next time you log back in — on a server, not in your browser. Passwords are stored hashed, never in plain text. This also answers whether progress moves between the two modes: it doesn't appear to, at least not automatically — single-player saves and online accounts are two completely separate storage systems with no described bridge between them, so an online character and a single-player character are not the same character wearing two hats.

The connection also checks your game version before letting you in, and refuses anything too old — the practical reason being that world generation has to match exactly between everyone sharing the same world, and an outdated client would quietly generate a different one.

This protection exists because it already happened once. According to the development log, an account connected from several sessions at the same time — the server saw the same login go from one connection to two to three — and the server's own save logic simply kept whatever the most recent write happened to be, with no check for which session actually held the newer progress. The oldest of those sessions saved last, quietly overwriting roughly an hour and a half of real progress in four separate skills with its own older numbers. The server also refuses to accept a save that would move any of your skill experience backwards — the sign of a stale, out-of-date copy of your character trying to overwrite one that's already newer, which is exactly what an old browser tab left open in the background could otherwise do. According to the development log, an early version of this protection created a worse problem than the one it solved: a save that silently stops working still looks, from inside the game, exactly like a save that's succeeding, so a player could go on playing for a long stretch believing their progress was being kept when every one of those saves was quietly being thrown away. The fix tells you once, clearly, when a save is refused, and names the actual fix — refreshing the page pulls your real, current character back down from the server and clears the problem, whereas simply continuing to play cannot, since every later save from that same stale session would be refused the same way.

A second, separate save-reliability bug was found and fixed the same week (2026-09-03), and it's a good example of how quietly this kind of failure can hide: the connection code capped every message at 8 KB, but the save code was built to send up to 512 KB for a whole character, and the two limits had never been checked against each other. A save past 8 KB didn't get rejected with an error — the underlying connection library simply closed the connection outright, with no message and nothing logged. One real character happened to fit under 8 KB the first time it saved that session, then grew past it, and every save after that quietly did nothing for the rest of the day, without the refusal warning above ever appearing, because the save never reached the code that would have refused it. The cap is now 640 KB, comfortably above what any character needs, and a dropped connection like that now logs loudly instead of silently.

That protection only catches saves moving backwards, and according to the development log it took a third fix to close the gap that left open: the timer that saves your online character every 15 seconds used to keep running even after you left the world and returned to the menu, stopped only by the same lower-xp refusal described above or by being kicked — never by simply leaving normally. So loading a different online character in the same browser session, without a clean disconnect first, could leave that lingering timer saving the first character's data under the second character's name. Because a second character usually has different, often higher, stats in at least one skill, the backwards-save protection frequently wouldn't catch it either — the save would go through and silently overwrite that character's real progress on the server. And even a save the protection did catch was only checking skill experience in the first place, deliberately by design, for a different and legitimate reason (an item count dropping is completely ordinary — you sell things) — so items, cash, pets, towns and everything else about a character were never protected by that check at all, worse in this particular situation than it sounds. This is now fixed by binding the save timer to the specific character it started with, so switching characters without a clean disconnect stops that timer rather than leaving it attached to whatever loads next.

A much bigger multiplayer server exists, but hasn't shipped into this client yet

Separately from anything described above, the development log describes an extensive proof-of-concept server built and proven against an isolated test setup rather than the real deployed game: server-decided movement and collision, lag-compensated melee combat with real line-of-sight checks, a real harvesting economy with live buy/sell pricing, server-validated town founding, and even simple hostile creatures the server itself controls. None of that is described as having been merged into the client that actually ships as online mode — the "see other players and chat, with a real account behind you" slice covered above is what's live. Worth knowing about as a sense of direction, not as a description of what you'll actually run into online today.

What still isn't confirmed

This page still hasn't logged into a live account to check first-hand — everything above comes from the game's own development records, not from playing online. Genuinely unknown from here:

  • Whether online-mode characters have full access to the same systems single-player ones do (skills, the Skill Tree, towns, all of it) — nothing in the log suggests these were changed, but that's an absence of evidence, not confirmation.
  • What the server-selection screen (if there is one) actually offers, and what "Void" means as a server name.
  • Whether trading or PvP exist through any means beyond what's described above, and anything else about actually playing alongside other people day to day.

If you're reading this because you play online and know the answers, this page is exactly the kind of gap this wiki exists to close — the same way every other page here started from "the game doesn't explain this" and worked outward from what could actually be verified.