I’ve created this post to address some common questions I get about MFPS, especially those that are hard to answer briefly. Let’s get straight to it.

1. Why is the MFPS update taking so long?

Not a week goes by without someone asking when the next MFPS update will be released. I get it—many are waiting to start their projects, and the update was announced almost a year ago.

The beta has been available for over six months, and while I’ve said the update is essentially ready, I still haven’t released it. Here’s why:

Time constraints – Contrary to what some assume, I don’t work on game development full-time. For the past few years, I’ve been running a small business outside of game dev. When I do have time for game development, it’s not just MFPS—I handle support emails, Discord messages, debug reports, occasional freelance work, and personal game projects. MFPS development is just one part of it, and naturally, progress isn’t as fast as some might expect.

Asset Store complications – Last year, MFPS was temporarily removed from the Asset Store due to its integration with external addon purchases via my website, which violated the Asset Store EULA. To reinstate MFPS, I removed those links and agreed to release addons on the Asset Store as well. However, this process isn’t simple—each addon needs revisions to comply with AS guidelines, plus store artwork and documentation. With over 50 addons, this has been a time-consuming task.


2. Is MFPS 3.0 still in development?

MFPS 3.0 was announced nearly four years ago, primarily to move away from Photon and adopt a more capable open-source networking solution. Over time, I removed all Photon PUN 2 dependencies and prototyped integrations with Mirror and FishNet. However, I hit two major roadblocks—one technical and one practical.

1. Code Structure Issues
My goal was to make MFPS 3.0 highly modular, following SOLID principles and polymorphism, similar to how Counter-Strike and Garry’s Mod handle flexibility (not in gameplay but in design). However, I quickly realized this would require a complete rewrite. MFPS has evolved over nine years with different design patterns patched together, making it a Frankenstein mix of old and new code. To achieve the level of modularity I envision, I would need to start from scratch.

2. Feasibility & Market Constraints
Once I began rewriting MFPS, I realized just how much work went into MFPS 2.0 and how long it would take to reach feature parity. Running the numbers, the effort required versus the revenue it would generate under a fixed-price model where users purchase once and receive updates/support forever simply doesn’t add up. Unlike when I started MFPS a decade ago—with more time, fewer responsibilities, and no better alternatives—the market today makes such a project unviable specially considering that the Asset Store reachable market is the lowest in the last 10 years. A subscription model could make it sustainable, but the Asset Store doesn’t support that, and without it, MFPS wouldn’t get the necessary exposure to be profitable either.

For these reasons, MFPS 3.0 is effectively on hold. I still experiment with new ideas as a hobby, but I’m not actively working toward a full release.

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