• Development blog
  • Development site
  • Server repository
  • XLive repository
  • We are working ...

    We are working ...

  • so you can relax and ...

    on the return of ...

  • watch a movie with your friends.

    Age of Empires Online.

  • Firesinging - Open source game server for Age of Empires Online

  • Our goal is to create a server emulation for local play of the game.

  • This means you have access to game settings and won't loose game progress again.

Moving towards beta

Written by FireSinger2000 on 08 July 2018.

Summer holiday is coming up for us and we are moving towards a beta release of 'FireSinging'. Currently we are testing functions like:

  • Questing.
  • Techtree and traits.
  • Random rewards.

Above features are added and give a good gameplay experience. As soon as we finish testing we can release a beta version. A beta because some functions are still missing, like:

  • Milestones.
  • Skirmish and crete.
After the beta release we will work on those features.

So far for the update!


Small update on things

Written by FireSinger2000 on 07 January 2018.

We wanted to give you a small update on things! From the list of our previous blog we have done most in our Christmas holiday. Adding remaining known packages still is a work in progress, but we have added most data extraction classes and done a few things in project management. We are now underway in adding player, empire and character classes which are required for true gameplay.

What's next:

  • Adding player, empire and character classes.
  • Rewrite quest instances to required game format.
  • Redo some work on logging.
The following ways you can contribute at this point:
  • Code suggest on the current repository.
  • Rewrite quest instances to required game format.

So far for the update!


Quest rewards

Written by FireSinger2000 on 02 April 2018.

During the past months we have kept working on 'FireSinging' and have updated our git frequently. The following has been added over the past months:

  • Player, empire and character classes
  • Quest instances (thanks to Xen0byte) and quest data to allow questing ingame
  • Various game / server communication

We are adding final items we need toward an actual, limited gameplay experience. Mainly quest rewards are being worked out at the moment and we hope to allow equiping gear onto units in the following update. Our short term roadmap:

  • Add gear equipment communication.
  • Basic testing.
  • Update git.
With basic quest rewards added one should be able to follow the game storyline for a while. Functions like optional quest rewards, lootboxes and such will still afterwards need to be added. The following ways you can contribute at this point:
  • Code suggest on the current repository.
  • Issue 32: Get right nugget data.

So far for the update!


Small update on things

Written by FireSinger2000 on 07 January 2018.

We wanted to give you a small update on things! From the list of our previous blog we have done most in our Christmas holiday. Adding remaining known packages still is a work in progress, but we have added most data extraction classes and done a few things in project management. We are now underway in adding player, empire and character classes which are required for true gameplay.

What's next:

  • Adding player, empire and character classes.
  • Rewrite quest instances to required game format.
  • Redo some work on logging.
The following ways you can contribute at this point:
  • Code suggest on the current repository.
  • Rewrite quest instances to required game format.

So far for the update!


Capital city

Written by FireSinger2000 on 10 December 2017.

We have reached the capital city again! By loading fixed data (which later needs to be variable) we can now enter the Greek capital city again. Download the progress from our server github to see for yourself. You cannot actually play yet, but we move on. Creating the other characters also isn't implemented yet.

What's next:

  • The game session gets disconnected due to chat. This will be the first to add.
  • Add remaining package definitions.
  • Administer some issues / tasks on Github.
  • Work on the data extraction layer for game data (certain game .xml files).
The following ways you can contribute at this point:
  • Code suggest on the current repository
  • Work out the player class based on XML

So far for the update! If you have question, shoot them by e-mail. We have Christmas holiday coming so hope to give you more updates soon!


Server repository

Written by FireSinger2000 on 18 November 2017.

Exciting news! We have commited a starting point to our server repository. This code is based on the release by Kisonik earlier to be found on Github. This code is converted to use the excellent SuperSocket protocol and we feel this to be a good start for 'FireSinging'. For people with knowlegde of C# and interested in helping us this might be a good moment to join in! Please note this isn't a fully working server yet (it far from is), so it isn't intended for gamers yet. The game just gets to the point where it needs a players empire.

Our further plan of attack:

  • Create and add the default 'Command', 'Request' and 'Response' classes for the other package types (+/- 200 items)
  • Administer some issues / tasks on Github
  • Work on the data extraction layer for game data (certain game .xml files) in combination with an XML reader / writer class
The following ways you can contribute at this point:
  • Code suggest on the current repository
  • Work out the player class

So far for the update! If you have question, shoot them by e-mail. We've been asked to share a bit more about ourselves (two IT students) and maybe we will do so in a next blog post.


Development blog

Written by FireSinger2000 on 10 November 2017.

Welcome to our brand new development blog! From here we want to frequently (bi-weekly) update you on the progress of our effort to build a local game server for Age of Empires Online. Ultimately it is our goal to build a local or small server emulation for home use where you can play (with friends and family). This way you control the game, on local play you can play whenever and wherever you want and don't need to worry about loosing game progress again.

As the road still is long, we just released a first build of the xlive installement we use for testing. This is based on a general script (Xliveless) and converted to Age of Empires Online studying different sources. We also hope to release next week a first effort of a solid project start we used (and are extending at this moment) of the server coding. This won't be an actual working game version, but gives insight in how code is structured. As game logic for most important single player content is known we are at the point of custom C# writing and those among you that know a bit of C# might be able to contribute from that point also to speed up progress. For example reading XML content from game files or doing default user actions like login and logoff.

So far for the update! If you have question, shoot them by e-mail.


Age of Empires Online © Microsoft Corporation.
Firesinging was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires Online, and it is not endorsed by or affiliated with Microsoft.

  • Development blog
  • Development site
  • Server repository
  • XLive repository