Rebuilt from original source code for modern PC hardware. The whole world renders on the GPU — raytraced sun shadows, normal-mapped terrain and armour, HD textures throughout — alongside a rebuilt team AI, a Starsiege total conversion, an in-game asset store, hardened low-latency netcode and a client that keeps itself updated.
The client updates itself — launch it and you are on V18. 18 releases so far; the highlights of the last few are below.
Mods\ folder, migrated for you.Straight captures from the client at 1440p. No renders, no mockups — this is what the game looks like in play.
For twenty-five years, playing Tribes meant hunting dead forum links for a mod and a patch that may or may not match your install. Both of those problems are now solved inside the client.
Tribes has never had a way to get content. Mods lived on forums that went offline, in archives with missing files, behind instructions that assumed you already knew. The client now has a real storefront built into the main menu.
Every Tribes client before this one shipped and then froze. A fix meant a forum thread, a zip, and a folder you hoped you were extracting into correctly. This one keeps itself current.
A deep dive into the complete 1,301-commit history. Click any feature card below for technical details.
Real sun shadows fall across mountains, bases and players, water reflects the sky, and you can see all the way to the horizon — up to 20,000 units.
The engine loads today's .glb/.gltf model format — fully animated, properly skinned — so new armors and vehicles can be built in Blender instead of 1998 tooling.
PNG, GIF and TGA art at full 32-bit colour, on models, terrain and menus alike — animated textures included. No more 256-colour ceiling.
Terrain, buildings, armour and mod art all re-rendered through an AI upscaler. Not a pack you hunt down — it's simply what the game looks like now, and it dials down if you're tight on memory.
Normal maps across terrain, buildings, water and armour, so rock reads as rock and plating catches the sun. Strength is yours to set per surface type, or switch off entirely.
Armours, weapons, vehicles and items are drawn by the graphics card instead of the CPU, lit from their own normal maps with a proper specular highlight.
Rain and snow now run as a GPU particle system: dense, fast and anchored to the world, so weather no longer slides along with you when you strafe. Drops splash on the ground and on rooftops, mist hangs on the horizon, and snow drifts with real turbulence.
Orbs, explosions and muzzle flashes now light up terrain and buildings, not just the players standing in them.
Full 360° skybox environments rendered by the engine itself, with proper atmosphere when you jet up to altitude.
Haze starts at a sane distance and fades out to your full draw distance, so long sightlines read as depth instead of "the whole map is fog". Water fades at the same rate as the ground it sits in, and a map that authors no haze renders genuinely clear.
Field of view, anisotropic filtering, detail tiers, draw distance, normal-map strength, weather, raytracing quality and a Characters & Objects section — all in the Options menu, no config editing and no console commands.
A total conversion built from Starsiege's own data files: 31 authentic HERCs and 44 real weapons, with heat, reactor drain and per-quadrant damage. Three modes, bots that pilot mechs, and no extra download.
Tribes RPG, Mech Mayhem, War40k and Delta Air Force ship in the box. Annihilation, Red Moon RPG, Star Wars RPG, Star Wars, Tribes Aerial Combat and now the full Starsiege conversion are one click away in the store — and an in-game mod selector switches between them without touching a file.
Not just the HERCs: the complete Starsiege asset corpus — terrain, interiors, sounds, interface, media — converted to this engine and upscaled, installable from the Asset Store as one pack.
A front door on the main menu, a modern interface, terrain sculpting, a browser for every model in your install — and the basics that never actually worked in 1998, like dragging objects and multi-level undo, finally do.
Drop a water or lava zone into any map and it renders as real liquid with real physics — swim, sink, take burn damage, kick your way out. Place a thunderstorm and lightning starts striking, with every knob in the inspector.
Bigger network buffers mean far fewer dropped packets in heavy fights, connection retries adapt to your ping, and player movement smoothing is yours to tune.
Legacy 1.40 config packs boot from disk exactly as they always did — whatever you've been running for twenty years still runs. HUD changes now apply live, without dropping out of the game to restart.
The old community plugins can't run on a modern client, so the classics are being rebuilt properly — transparent chat, custom fonts and Ogg audio already work.
The 1998 frame limiter is gone: run as fast as your machine allows, or set your own FPS cap and V-Sync. Built-in timing tools catch stutter instead of guessing at it.
Every bullet that connected used to make the server re-read a line of script. Now it's a direct call — the single biggest source of server load, removed.
The HUD is drawn as vectors and TrueType text instead of stretched 1998 bitmaps, so it stays crisp from 1080p to 4K — and HUD packs can be authored to match.
SDF-rendered widgets and TrueType text, 29 shipped themes, 8 selectable widget shapes, live colour tinting and animated effects — all driven by editable JSON skins.
Basic, ProConfig, v0dkA, xLoader and Overstep ship as proper HUD packs — pick one in Options, no folder juggling and no restart. More of the classic library lands each update, and anything not converted yet still loads from disk.
Browse and preview every skin across all your installed mods, then choose how you, your team and your enemies look on your screen — including per-weapon texture swaps.
An animated title sequence with music, and loading screens built from your mod's own art. The progress bar learns how long each server and map really takes, so it reports honest numbers instead of parking at 90%.
Player Setup shows your armor in 3D with a browsable animation list and backdrops, so you pick a look you've actually seen rather than a name in a dropdown.
Scale it, zoom it and put it where you want it. The 1998 minimap was a fixed box sized for a 640×480 monitor; this one is yours to place.
Capture a match to a demo file and play it back afterwards. Recording shows an on-screen indicator the whole time, so a session is never being logged without you knowing.
Passwords are masked everywhere they appear — server logins and RPG fields alike — with an eye icon to reveal them when you actually need to.
Around 9,000 lines of native AI in place of the 1998 bot scripts. Bots hold assigned roles on a team and get reassigned as the match turns, route over real terrain graphs, ski, jet, dodge incoming fire and pick weapons by range — and every role runs at its own skill level, so you are not facing twelve identical veterans.
A whole new application that ships with the client. Pick a mod, a map and a name, press Start, and watch live player counts, uptime and console output. It opens your firewall and forwards your router port in one click each, keeps the server alive through crashes — and stops to show you the log when a crash is real.
If something does go wrong, the report names the exact script and function that was running — so a bug you hit once can actually be found and fixed.
A true headless server runs without a window or a GPU, so you can host on a spare box or a VPS and leave it up for months.
Hardening and 1:1 parity work against the original 1998 client — memory-safety defects, crash exploits and behaviour gaps that shipped in the retail binary and were never found.
Always-on background auditing of every allocation, catching the memory corruption and crash exploits the retail binary shipped with.
Patched interior collision memory allocation dangling pointer bugs that caused unexpected desktop crashes during matches.
Hardened event unpackers against buffer overflow vulnerabilities in player names, team names, and voice selection buffers.
Ported 1.40 collision retry limits (raised from 3 to 8), preventing terrain snagging and ensuring fluid downhill skiing physics.
The retail binary sized its texture budget against hardcoded 1998 numbers and could only address 2 GB. The rebuild asks your GPU what it can actually hold, and is large-address-aware for twice the working space.
Fixed custom server HUD handshake initialization, ensuring info panels and player roster bars spawn reliably on custom server mods.
Behaviour checked against the disassembled retail client, so the rebuild matches the original 1:1 — and then goes beyond it.
Engineered to run silky smooth on older laptops and deliver unlocked 240Hz raytracing performance on modern gaming rigs.
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