NATIVE C++ SOURCE REBUILD • GPU WORLD RENDER • UNCAPPED FPS

THE DEFINITIVE WAY TO
EXPERIENCE TRIBES 1

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.

JOIN THE DISCORD Beta access keys are handed out in Discord EXPLORE FEATURES
144+ Unlocked FPS
256 KB UDP Buffer Size
20,000 Draw Distance
1,301 Source Commits

WHAT’S NEW IN V18

The client updates itself — launch it and you are on V18. 18 releases so far; the highlights of the last few are below.

V1824 Aug 2026

The editor, liquids and storms

  • The mission editor works like a modern tool — select, drag, undo, browse every model, play-test with F5.
  • Water and lava zones with real liquid rendering, physics and damage, tunable in the inspector.
  • Thunderstorms with sky-height lightning, thunder and strike damage.
  • The complete Starsiege conversion in the Asset Store.
V1718 Aug 2026

Characters & objects on the GPU

  • Players, weapons, vehicles and items now rasterize on the GPU, lit from real normal maps.
  • Normal-mapped surface relief across terrain, buildings, water and armour skins.
  • The in-game Asset Store — install mod packs from the main menu.
  • HD art repacked: same fidelity, ~1.3 GB smaller than V16.
V1616 Aug 2026

Mech Mayhem, and bots that cap

  • Mech Mayhem: a Starsiege total conversion built from the real data files.
  • Bots run full CTF — grab, carry, relay and capture, on both teams.
  • HD textures round two: 2,100+ more skins and mod art.
  • Every mod moved into one Mods\ folder, migrated for you.

CONTENT AND UPDATES THAT JUST WORK

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.

Never hunt for a mod again

The In-Game Asset Store

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.

  • Browse a catalog, press install, play — every file hash-verified on the way in.
  • Join a server whose content you don’t have, and the client names the exact pack that ships those files and offers to fetch it, instead of dropping you back to the menu.
  • Clean removal from a receipt of what was installed, and shared files hardlinked so two mods carrying the same art cost you the space of one.
  • Its own catalog, independent of the game download — new packs appear without waiting for a client release.
Read the detail
Never chase a patch again

The Self-Updating Client

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.

  • Checks on launch, downloads only the files that actually changed, and verifies each one against a SHA-256 in the release manifest.
  • 18 releases so far. Not one of them asked a player to find anything.
  • Your settings, keybinds and dragged HUD layout are left alone — updates never overwrite what you configured.
  • Large cosmetic content can be delivered as optional downloads, so an engine fix never drags gigabytes behind it.
Read the detail

EXHAUSTIVE FEATURE SUITE

A deep dive into the complete 1,301-commit history. Click any feature card below for technical details.

RENDERER & GRAPHICS PIPELINE

Raytraced Shadows & Water

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.

Modern 3D Models

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.

True-Colour & Animated Textures

PNG, GIF and TGA art at full 32-bit colour, on models, terrain and menus alike — animated textures included. No more 256-colour ceiling.

HD Textures, Everywhere

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.

Surfaces With Real Relief

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.

Players & Vehicles on the GPU

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.

Weather, Rebuilt on the GPU

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.

Lights That Reach the World

Orbs, explosions and muzzle flashes now light up terrain and buildings, not just the players standing in them.

Cubemap Skies

Full 360° skybox environments rendered by the engine itself, with proper atmosphere when you jet up to altitude.

Atmospheric Haze & Fog

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.

Real Graphics Options

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.

MODS & CONTENT

Mech Mayhem — Pilot a Starsiege HERC

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.

A Library of Mods, Ready to Play

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.

Starsiege — The Full Conversion

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.

MAP MAKING & WORLD BUILDING

The Mission Editor, Resurrected

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.

Water, Lava & Thunderstorms

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.

NETWORKING & ENGINE CORE

Smoother Online Play

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.

Your Old Configs Still Work

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.

Plugins, Rebuilt Native

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.

Uncapped, Steady Frame Rate

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.

Servers That Hold Up Under Fire

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.

UI & HUD FRAMEWORK

Sharp HUDs at Any Resolution

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.

Modernized & Customizable UI

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.

The Popular Classic Configs, Built In

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.

Skins From Every Mod, In One Place

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.

Screens Worth Looking At

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%.

See Your Warrior Before You Play

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.

A Minimap That Fits Your Screen

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.

Record and Replay Your Matches

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.

Safe to Stream

Passwords are masked everywhere they appear — server logins and RPG fields alike — with an eye icon to reveal them when you actually need to.

AI & STABILITY

BotBrain — A Rebuilt Team AI

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.

TribesHost — A Server Manager, Built From Scratch

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.

Crashes That Explain Themselves

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.

Headless Dedicated Server

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.

ENGINE STABILITY & PARITY LOG

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.

Heap Guard Allocator

Always-on background auditing of every allocation, catching the memory corruption and crash exploits the retail binary shipped with.

Use-After-Free Memory Protections

Patched interior collision memory allocation dangling pointer bugs that caused unexpected desktop crashes during matches.

Server Packet Unpack Safeguards

Hardened event unpackers against buffer overflow vulnerabilities in player names, team names, and voice selection buffers.

Skiing Terrain Collision Fix

Ported 1.40 collision retry limits (raised from 3 to 8), preventing terrain snagging and ensuring fluid downhill skiing physics.

Modern Memory Headroom

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.

HUD Initialization Handshake

Fixed custom server HUD handshake initialization, ensuring info panels and player roster bars spawn reliably on custom server mods.

Decompiled & Cross-Referenced Binary

Behaviour checked against the disassembled retail client, so the rebuild matches the original 1:1 — and then goes beyond it.

SYSTEM SPECIFICATIONS

Engineered to run silky smooth on older laptops and deliver unlocked 240Hz raytracing performance on modern gaming rigs.

MINIMUM SPECS

  • OS: Windows 10/11 64-bit
  • CPU: Dual-Core 2.0 GHz
  • GPU: OpenGL 3.3 Capable GPU
  • RAM: 4 GB System Memory
  • Storage: 6 GB Installed (11 GB during install)
  • Network: Broadband — 5.06 GB download

HIGH PERFORMANCE

  • OS: Windows 11 64-bit
  • CPU: Quad-Core 3.5 GHz+
  • GPU: NVIDIA GTX 1060 / AMD RX 580 (OpenGL 4.3)
  • VRAM: 4 GB+ for HD textures & normal maps
  • RAM: 8 GB System Memory
  • Storage: 6 GB SSD Storage
  • Display: 144Hz - 240Hz Monitor

HYBRID RAYTRACING

  • OS: Windows 11 64-bit
  • CPU: 6-Core / 12-Thread CPU
  • GPU: NVIDIA RTX 2060 / AMD RX 6600+
  • VRAM: 6 GB+ Dedicated VRAM
  • Raytracing: Hardware RT Acceleration
  • Features: Ultra RT Shadows, Reflective Water
SHA-256 RELEASE CHECKSUM (RELEASE V18)
a410f3d69d2e74630e583138a17b0c354ec157aa5c630957faa6e2dd6a24353c