General Questions
Answers to common questions about MMO-DEV WEB, the service model, licenses, support, and platform capabilities.
Product and Service Model
1. What is MMO-DEV WEB?
MMO-DEV WEB is a SaaS platform for game projects: player cabinet, admin panel, GraphQL API, payments, game accounts, modules, launcher, and support tools.
2. Is it a boxed product or a service?
It is a service with client files for self-hosting the website. Project settings, modules, and integrations are managed through the SaaS panel.
3. Will I receive the website files?
Yes. You download the client release and host it on your server. The release contains the website, cabinet, templates, and local client files.
4. What remains on the platform side?
The control panel, API, project settings, module operations, payment logic, and service integrations are handled by the platform.
5. Can I move the whole platform to my own infrastructure?
The standard model is SaaS. Dedicated or custom infrastructure terms are discussed separately.
Features
6. Which game platforms are supported?
Different game platforms are supported, including Lineage 2, Aion, Battle of the Immortals, and other scenarios available in the project panel.
7. Can I connect multiple servers?
Yes. A project can contain multiple game servers. Each server can have its own display settings, menu, modules, payment options, and parameters.
8. Is multilingual support available?
Yes. The client and API support localization. Send the preferred response language with the standard Accept-Language header; regional tags and q priorities are supported.
9. Can I use my own design?
Yes. Client templates can be adapted to the project brand. Use the template and phrase systems so updates do not overwrite custom changes.
10. Can I add custom modules?
Yes, but a module must follow the current client settings, project settings, and security rules. For larger changes, agree on the data contract and UI first.
Payments and Modules
11. Which payment systems are available?
Available aggregators are configured in the project panel. Each aggregator has its own public parameters and secret credentials.
12. Can I enable several payment methods at once?
Yes. Users choose an available payment method on the balance top-up page.
13. How do paid modules work?
Modules are purchased for a project and enabled in settings. Server-side features can be enabled or disabled per game server.
14. What happens when a module expires?
The module stops being available for new actions, but the project account should not be disabled only because a single module expired.
Support and Updates
15. How do I update the client?
Use one-click update in the client's local administration area. The client downloads a release for the connected installation, verifies its digital signature and file integrity, creates a backup, and runs the normal upgrade. Use the full archive from the panel for a new installation or manual recovery.
16. Should I edit project settings on the client manually?
No. Project settings are changed in the SaaS panel and then delivered to the client through the standard settings update flow.
17. What should I do if menu items disappeared after an update?
Check project menu settings, module availability, and the selected game server. The menu is built from project settings and available module permissions.
18. How do I request support?
Prepare the project domain, project ID, problem description, reproduction steps, screenshots, and request id if the issue is API-related.
19. Can I order custom development?
Yes. Custom features, design adaptation, integrations, and logic migration are estimated separately after the task is described.
Security
20. Can I pass keys to the browser?
No. Secret keys, payment credentials, and provider keys must not appear in JavaScript, URLs, templates, or public logs.
21. How do users authenticate?
The public API uses a session in the Authorization: Bearer <sessionId> header. Sensitive operations may require PIN or 2FA.
22. Can I use a mobile app or launcher?
Yes. Web, mobile, and launcher use the same named operations; the trusted entry point identifies the client type instead of a user-controlled header.