Custom Roleplay Servers
Host your own persistent world with its own rules, factions, economy and lore. Players connect through the FlooM launcher and step straight into your story.
FlooM is the multiplayer framework that links players and servers the way Floo powder links fireplaces. Host your own roleplay world, write it in Lua, and travel anywhere the network reaches.
FlooM hands the wizarding world to its community. Spin up a server, script it however you imagine, and let players Floo in from anywhere.
Host your own persistent world with its own rules, factions, economy and lore. Players connect through the FlooM launcher and step straight into your story.
A FiveM-style resource system in pure Lua. Write gameplay, UI and systems as hot-reloadable resources. No engine recompiles, no waiting.
Built on ENet for low-latency networking. Player movement, spells and world state sync smoothly so a packed common room still feels alive.
FlooM streams position, animation and interaction state across every client so crowded corridors, duels and great-hall feasts stay perfectly in step.
Define house robes, faction uniforms and event cosmetics from the server side. Players see each other exactly as your world intends. No client mods required.
Hook the spell system from Lua to add cooldowns, custom effects and duel rules. Casts, projectiles and impacts replicate to every nearby player with server validation.
Inventories, housing, reputation and economy persist across sessions with a built-in data layer. Your world keeps living whether one player is online or four hundred.
Edit a resource and refresh it live. Scripts reload in place while players stay connected. Iterate at the speed of thought.
FlooM hands server owners the depth they need to build living, scheming, breathing wizarding worlds. Here's the kind of gameplay your players can sink months into.
Beyond the four standard houses, the sub-factions players create are what drive daily RP and political intrigue.
Underground dueling clubs, illicit potion rings, study guilds. Players form their own factions with their own goals, rituals and rivalries.
Societies compete for hidden rooms, abandoned classrooms and prime seating in the Great Hall. Hold a space, hold the influence.
A working Prefect and Head Boy/Girl system. Players enforce (or corrupt) school rules, manage house points and run server-wide events.
Long-term progression systems that tick away even when players are offline. The reason they log back in tomorrow.
Claim plots to grow magical flora. Rare plants take real-time days or weeks to mature, requiring daily watering, soil pH balancing and protection from pests.
Breed and care for magical creatures on the grounds. Habitats need feed, attention and consistent resource allocation, or your stock turns feral.
A customizable, persistent base. Players assemble potion stations, libraries and training dummies, slowly upgrading their personal or society HQ over months.
Classic MMOs felt ancient and full of secrets. A magical school should feel the same. Hidden formulas, shifting dungeons and rare ingredients reward the curious.
Hide rare spell formulas and potion recipes in the depths of the library or behind cryptic riddles scattered across the castle. Knowledge has to be earned.
The Forbidden Forest and the school dungeons shift and change. Unlocking a deep vault might require three players casting different elemental spells at a specific in-game time.
Wand-making and broom-crafting demand obscure ingredients dropped by rare creatures or found through deep exploration, fuelling a real player economy for components.
Specialization, shops and contraband turn every player into a node in the network. Nobody can do it all alone.
Upper-year students lease storefronts in a nearby magical village like Hogsmeade to sell the potions, gear and wands they've crafted.
A black market for restricted-section books, cursed items and dangerous potion ingredients, complete with the risk of being caught by player Prefects or NPC professors.
No one masters Herbology, Potions, Wandlore and Duelling at once. If a player wants a top-tier healing potion, they have to find the server's master potioneer.
A full pitch. Two teams of seven. Every position. Seekers chasing the Snitch, keepers guarding the hoops, chasers sprinting the Quaffle, beaters swatting Bludgers. Live scoring. Persistent leaderboards that span the entire network.
A glimpse of the live network. Search, filter by playstyle, and connect in a click, exactly how it feels inside the launcher.
The server owns world state, so disconnects never orphan an entity and cheats get validated away. No peer-ownership headaches.
Resources, exports, events and a server/client split that feels instantly familiar.
Reliable, low-latency UDP transport tuned for fast-moving, spell-slinging lobbies.
Push changes to a running server and watch them apply live. No restarts, no kicked players.
-- Greet every witch & wizard who Floos in
RegisterServerEvent('floom:playerJoined')
AddEventHandler('floom:playerJoined', function(src)
local name = GetPlayerName(src)
TriggerClientEvent('chat:add', -1,
'~g~' .. name .. ' stepped out of the fireplace.')
-- Restore their persisted house & galleons
local data = Floo.DB:load(name)
SetPlayerHouse(src, data.house or 'Gryffindor')
GiveGalleons(src, data.galleons or 25)
end)
-- Custom spell: cooldown + replicated VFX
Floo.Spell('lumos_maxima', { cooldown = 8.0 },
function(caster)
EmitNearby(caster, 'vfx:flare', 30.0)
end)
Builders, server owners and players share resources, swap Lua snippets and plan events every day. Pull up a chair by the fire.
Grab the FlooM launcher, sign in, and the whole network opens up. Free and ready in under a minute.
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