Studio Archive · 2021–2024

DYTOMIC

Independent game development studio behind Pirate Raids Online, an old-school inspired PC MMORPG set in the world of Ascaron.

The Studio

Dytomic was an independent game development studio founded in Montreal, Quebec in 2021. Its mission was to build Pirate Raids Online, an old-school inspired PC MMORPG built on an in-house engine with a modern twist.

The studio operated through early 2024, assembling a small founding team, running engineering and creative direction in-house, and commissioning work from internal and external contributors. The company ceased operations in early 2024.

All public repositories are now archived. The code, game design, and research published here remain browsable as an open technical record of what was built.

Team
Dytomic team video call with ten members across leadership, engineering, art, and design

A moment from one of Dytomic’s team calls.

Dytomic was built by a small founding team and a network of collaborators. This section recognises individual contributions that are publicly documented.

Tommy Roumanas
Co-Founder · CEO

Co-founded Dytomic and served as CEO from 2021 until the studio’s closure, driving strategic direction and operations throughout the studio’s lifespan. A systems-driven entrepreneur with prior experience across scientific research, finance, and AAA mobile gaming.

Mourad Elsheraey
Co-Founder · CTO

Co-founded Dytomic and served as CTO from 2021 through early 2024, driving the technical direction of the studio and the engineering work behind Pirate Raids Online.

Publicly documented contributions include the live technical-interview process for engineering hires (ball-simulation), the Messenger intake bot (ariel), and a personal body of research into legacy MMORPG engines and their community ecosystems. The research archive is published separately below.

Clients

Client Work

Beyond the Studio

While Dytomic’s primary focus was Pirate Raids Online, Mourad occasionally took on external consulting engagements through the studio. The work below represents one such project, a generative AI product scoped and delivered for a Cairo-based client.

FaceDough: Generative AI Label Studio

Mourad Elsheraey · Lead Engineer
Generative AI Image Synthesis Web Application REST API Cloud Hosting

FaceDough was a Cairo-based synthetic media startup, founded in 2022, targeting the UAE and Gulf markets. The company specialised in high-quality AI-generated visual content: face morphing, image synthesis, and immersive experiences for entertainment, marketing, and social media brands. Mourad designed and delivered a web-based generative AI service for them: end users could select a product, upload their logo, and write a plain-language description, and the platform would then synthesise a set of AI-generated images tailored to their input, ready for campaigns and social content.

The engagement was scoped in three releases: a functional prototype (core upload, prompt, and generation loop), a live demo build put through a formal 14-day User Acceptance Test, and a final hardened public release. End-to-end delivery was estimated at six to nine weeks. Infrastructure was sized to handle 7,200 AI inference requests per month, with six months of post-launch support included. The full project was broken into prepaid and postpaid phases, each gated on acceptance criteria, with a formal WBS sign-off before any change requests could alter scope.

In short: a complete GenAI SaaS product (architecture, backend, API layer, frontend, cloud infrastructure, and UAT) scoped, built, and shipped by one engineer.

A note on the state of the art: What took weeks of scoping, API integration, infrastructure decisions, and phased delivery in 2023 can today be prototyped in an afternoon with tools like Claude Code. A solo developer can now go from prompt to deployed AI image pipeline in a single session, no formal WBS, no phased budget, no six-week timeline. It’s a fair guess that the commoditisation of exactly this kind of capability is part of why FaceDough is no longer operating. The moat disappeared faster than the roadmap.

Community Directory Chatbot: Concept & Advisory

Mourad Elsheraey · Consultant
Chatbot Bilingual NLP Conversation Design Intent Trees Facebook Messenger

An advisory engagement scoping a bilingual chatbot for an immigrant community in Toronto. Mourad mapped the service taxonomy (immigration law, banking, real estate, medical, food, education), designed the conversation flow and intent tree, and produced a working prototype of the routing logic, informed by real Q&A data from the community group. The engagement covered architecture, bilingual UX considerations, and a handoff-ready flow diagram for implementation.

Expertise

Throughout the studio’s operation, Dytomic built deep practical expertise using AI to streamline art delivery. This covered accelerating concept iteration, enforcing style consistency across large asset sets, and integrating AI-assisted workflows into game-ready art production pipelines. That accumulated knowledge remains with the founders. If you’re exploring AI-driven art pipelines for your studio, product, or team, reach out to Mourad or Tommy directly.

The Game

Pirate Raids Online is an old-school inspired PC MMORPG set in the world of Ascaron. Players lead the Pirate Coalition, made up of four Demigod tribes (Dwarves, Triton, Runeborne, Amazonians), in a rebellion against the tyrannical Navy.

Classless combat, open world PvP, naval combat, and a player-driven economy. The game was in pre-production at the time of the studio closure. The full vision, lore, and design language lives in pro-web.

Public Code
Note: These repositories represent only the publicly released subset of Dytomic’s technical work. They do not reflect the full scope of engineering, tooling, or infrastructure built by the studio. The majority of the codebase remains private and is not included in this archive.

pro-web →

Marketing Site
Next.js 12 React 18 React Bootstrap 2 CSS Modules next/image

The official marketing website for Pirate Raids Online. Eight content sections covering story, world, the four Demigod tribes, combat, ships, and game features. Serves as the public-facing vision document for the game’s narrative and design language.

pro-splash →

Early Splash
React 17 Create React App

The pre-launch splash page that preceded pro-web. Linked to Dytomic’s social channels while the main site was in development. Retired and archived once pro-web shipped.

ariel →

Messenger Bot
Python Flask Gunicorn Facebook Messenger API

A Facebook Messenger chatbot on Dytomic’s page handling visitor questions about job opportunities and Pirate Raids Online. Single-file Python intent resolver backed by JSON intent trees. Named in memory of a co-founder’s beloved dog; the repo deliberately emphasises simplicity over engineering complexity.

ball-simulation →

Hiring Artefact
Vanilla JS CSS GPU Transforms 60 FPS Loop

Live technical-interview starter for game-developer candidates. A browser-based physics sandbox with 1,000 footballs, gravity, mass, and boundary collisions, with the checkCollisions() function deliberately stubbed. Candidates extended it during live interviews under time pressure, exploring their instincts on spatial partitioning and collision response.

Research Archive

Two strands of pre-development research: a brief note on the off-the-shelf MMO frameworks evaluated before the in-house engine was chosen, plus mirrored research into the Tales of Pirates / Pirate King Online (PKO) engine family, covering community-developer code (V3ct0r1024, Perseus) and preserved snapshots of three TOP/PKO community forums. Kept here as a public reference for researchers of legacy MMORPG engines and private-server communities.

Framework Evaluation Notes (c. 2021)

Atavism · uMMORPG
Atavism Online uMMORPG Unity Java

Before committing to an in-house engine, we briefly evaluated Atavism Online as a possible foundation for Pirate Raids Online, and weighed it against uMMORPG as the lighter-weight alternative on the Unity Asset Store. uMMORPG was appealing for its simplicity and full source access, but Atavism’s server architecture was the stronger of the two for what we had in mind: modular, royalty-free at the time, and feature-rich relative to the Tales of Pirates / Pirate King Online baseline we were working from. Open questions that ultimately steered us away from Atavism included the long-term licensing posture (perpetual vs. subscription, $500 perma vs. $29/mo trial paths), CCU scaling beyond ~1,000 concurrents, and the depth of access to the Java server internals. Reference material we collected during the review: the Atavism showcase reel, shipped titles such as Arcfall and World of Heroes, and a creator interview.

Our take: either stack is a viable way to get an MVP on its feet quickly and prove the gameplay loop, but you should adopt one knowing you will eventually need a migration plan off it. Licensing terms can shift, CCU ceilings become real once a community forms, and the engine is the game once you pass a certain depth. Start on Atavism (or uMMORPG) if it shortens the runway to a playable build; just don’t let “temporary” become “permanent” by accident.

Mixamo →

Character Animation · Pre-Production
Adobe Mixamo Auto-Rigging Character Animation 3D

Adobe’s web-based character animation service, used during Pirate Raids Online pre-production to prototype character movement and combat animations. Mixamo’s ML-powered auto-rigging let the team iterate on character animation quickly without a dedicated animator, applying a large library of motion-captured animations directly to custom character meshes. Evaluated as a prototyping accelerator rather than a production pipeline; the intent was to validate animation feel early and replace with bespoke animations at a later production stage.

pkodev-V3ct0r1024 →

42 Repos · Client + Server Mods
C++ Win32 Shared Library Injection Lua

Mirror of the complete open-source body of work by community developer V3ct0r1024. Contents include the PKOdev mod loader (a shared-library injection system), client-side modifications (framerate, UI, anti-bot, navigation), server-side plugins (daily rewards, GM tools, respawn fixes), the offline stall server, and development tools.

pkodev-Perseus →

6 Repos · Server Infrastructure
Rust Go PHP 8 Laravel JavaScript

Mirror of the TOP/PKO-related work by community developer Perseus. Contents include a GateServer rewrite, a middleman proxy providing traffic filtering and Linux deployability, a server-communication interface, a client asset converter for glTF workflows, and two private-server CMS projects.

top-forums-archive →

3 Forums · Community Archive
HTML Markdown Scrapling

Preserved snapshots of three Tales of Pirates / PKO community forums, captured to preserve years of private-server development guides, mod releases, and engine reverse-engineering notes as community forums periodically go offline. Each forum is stored in both original HTML (unmodified) and Markdown (for easy search and reference) within the top-forums-archive repository.

pkodev.com

Developer-centric forum for the Tales of Pirates / Pirate King Online game engine. Central hub for source code releases, server setup guides, Lua scripting, client modding, and community collaboration around private server development.

166 threads 492 messages 12 sections
forum.ragezone.com

The Tales of Pirates subforum on RageZone, a long-running MMO private-server community site. Focused on ToP client and server development, releases, tutorials, and troubleshooting.

1,350 threads 5 sections
go-piratia.ru

Russian-language Tales of Pirates / Piratia community forum. Covers development, guides, private-server discussion, releases, and general community topics for the Russian-speaking ToP scene.

167 threads 24 sections Russian