Recreate all of Old School. Then hand people the keys.
ClockworkRS is a preservation and re-creation effort: a from-scratch, open implementation of the entire Old School RuneScape experience on a modern server foundation — every skill, quest, minigame, and boss.
Faithful to the tick
OSRS is a game of 600ms ticks, and the difference between right and almost-right is the whole game. Mechanics are rebuilt from real data — Wiki rates, live protocol captures of the actual game, and RuneLite parity checks — never approximated from memory or borrowed from other private-server codebases.
Built in the open
The code is public, the tracker is the same one we plan against, and the changelog says what actually shipped. Green on the progress page means implemented, tested, and validated in-client — nothing gets marked done because it demos well.
Engine first, content forever
Every skill and system is built on shared, reusable frameworks — one gathering loop powers Woodcutting and Mining, one trap engine powers every Hunter method. The result: each new piece of content gets cheaper to build than the last.
A platform, not just a server
The dream Project Zanaris sold was player-run worlds. The long-term goal is a clean scripting surface and tooling good enough that communities can build their own content — custom quests, custom modes, custom worlds.
Preservation matters
Old School RuneScape is a piece of gaming history. A complete, faithful, open reimplementation is how it stays playable, studyable, and moddable for the next twenty years — whatever happens to the official game.
Roadmap tiers
Development moves in tiers, each one unlocking the next. Combat came first; the skills are the current grind; the world systems and endgame follow.
Want to help rebuild it?
Whether you write Kotlin, know boss mechanics frame-by-frame, or just remember exactly how something worked in 2007 — there's a place for you in the ring.