Welcome to nanos GbR

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more!

This message will be removed once you have signed in.

nanos world

  • entries
  • comments
  • views

Contributors to this blog

About this blog

Development and Community blogs about nanos world and the team behind the project. Totally not gluten-free.

icons8-discord-48.png.191c1f446b917f8e14ac1f3378ff37c5.png        5a203b8c489cf_icons8-twitter-48(1).png.d63957ac1ce4e6853be8f02d0481d189.png        icons8-instagram-48.png.9c32fa416d90ab4a828fa58463b48b4e.png       icons8-facebook-48.png.072b53f1d33ee7c0eb953587110135c7.png


Entries in this blog

Dennis S.

Heyho, your administrative issues are yet back again with another nanos world blog entry!🔥

nanos world - work weekend

As many of you have already noticed via our social media channels, a big part of our team has met between the 2nd and 4th of March at the home of Dennis. There we worked on nanos World in a personal atmosphere and discussed the most important points of the project.

Besides having fun, which is very important for such a meeting, we had a very productive workflow. This is why we will do another one in the future. For us it is very important that our project is transparent to you and that the community is involved in most of the steps. This is why we want to present you this weekends output.


nanos world default map “Armstrong”

On one hand, nanos World is characterized by the nearly endless possibility to change the game and to have a flexible base for your own experiences. On the other hand nanos World should be accessible not only to experienced coders, but also to amateurs trying to create their first experience. This is why our default map “Armstrong” exists.

This is why it is very important to us to make the default map editable and expandable. It should be possible to use it for many different types of gamemodes.

First we discussed which gamemodes can be expected to be played by the biggest ammount of people. We plan on shipping free community-gamemodes in the beginning, which means you can build upon those right from the start. This includes gamemodes like survival, roleplay, deathmatch, battle royal, races and stunting.

Following these first design decisions we talked about the vegetation of Armstong. Here we wanted to follow a “carribean” design, which we have already planned previously. We also looked to Sri Lanka nad Hawaii for inspiration: With photos and Google World we made our mind on what we really wanted to achieve when it comes to the overall design of the island.

Afterwards we used real data of islands, which exist on our planet, to create our very first draft of our default Map. The result was this hand-drawn mockup:


blue: Urban 

green: Natural (forest and floor space)

brown: Hills / Cliffs / Mountain Regions

yellow: Shores and Sand


At the moment we are working on a detailed mock up of the map, which will be used as base for our mappers.

The map is planned to be 4km x 8km (13.123,4 feet x 26.264,7 feet) and, as said before, shall be expandable by the community.

At the moment we are planning on a main island with small villages and a capital located in a bay. The capital should contain a small airport and harbour. Each villages and cities will be connected via streets, which can vary in size. When planning those we are focusing on also making them usable for races.

The forest (green on the map) links two mountainous areas on the map and therefore is used as a valley. Besides modern elements we want to also include historic sites such as ruins, which would be the perfect base  for survival or DayZ alike projects.

The smaller northern islands are planned to be smaller and should only include small villages, hills and nature. The city in the more southern island will include a small easteregg.
Once we are able to show you some first ingame impressions of our planned landscape we will publish them directly via Twitter, Instagram and our blog.


The "Capital”

The capital shall be many used for roleplaying (e.g. RP, Cops & Robbers, Reallife) and will therefor be designed with that in mind. We will use our years of experience in various multiplayer projects to design it so it can be perfectly used that way.

For us it is important to include service buildings such as hospitals, fire stations, police stations and a town hall. We also plan on including other important sites such as theatres, cinemas or a stadium.

Besides that important infrastructure and a road layout, which can also be used for inner-city racing, we are planning on creating different districts with their own charme, such as an older-styled inner city, a banking district, a ghetto, a noble district, an art district and various types of industries.

Of Course we are also transparent about the cities development and will give you first peeks on it during its creation via Facebook, Instagram, Twitter & Co.


Other examples for gamemode inspireddesign


When looking at the city we have not only focues on rolepla, race and survival. When it comes to deathmatch we are working on making the terrain useable for proper playing rounds. Here we will mainly focus on details such as smaller alleys and backyards, which lead to complicated and interlaced areas. This should make a base for counter-strike based game modes or stuff like battle royale. Wide open areas such as plazas could be used as places for loot.

As said before: Technically it will be possible to place additional objects on the default map to give it your very own touch. This makes it possible for each server owner and community-developer to create individual experiences.



At the moment we are working on the landscape design itself. Once that is done and we have technically implemented it we will start working on the layout of flora, fauna and streets. Afterwards we will realise the needed building models via a boxing-out modell and implement them into the environment.


More about the meeting

Besides working hard on nanos World we also did a lot of teambuilding and also had quite a fun time. We went eating, partying and watched movies. Pictures say more than word’s so here we go:




We hope that we could give you a small insight into our project and that you enjoyed it. See you next time!


Malte S.



Heyho from your administrative issues and welcome back to another #helloworld blog!🔥

Today, we will again explain the idea behind nanos world, we will tell you about the current state of our prototype and introduce you to a new team member you might not know yet!


How does nanos world differ from other sandbox games?

After our announcement we received several questions regarding our idea: What is the difference between existing multiplayer modifications and nanos world? How does nanos world differ from other sandbox games?

These are justified questions.

Let's start with the answer to both of those questions:

Existing multiplayer modifications and also other sandbox games are predominantly built upon an already existing game or an engine which was not meant to be a sandbox game. In nanos world we don’t build a modification upon a game, we build a game upon our multiplayer technology. It is much easier to script a game like a web page within a proven framework than building upon a new and adopted system.

In our development we don’t have to reverse engineer any game functions, which were primarily developed with focus on single player, and we are not restricted by an engine or game we don’t know in detail. If we or also you want to extend the engine or enable functions, which are included in the engine, we can easily access these functions and make them useful in nanos world for you! If you are bound to a game, enabling and establishing new functions is often a complex issue.

This is why we provide an easy way to realize your own game ideas. Scripting in Lua is easy to learn, there are many available tutorials and it is a proven scripting language for our purpose. Considering the fact that a lot of other multiplayer projects and games use Lua, there are many creative and talented scripters out there you can team up with. We aim to have a community where everyone feels at home and where scripters and players, independent of their knowledge, are welcome, can discuss with other people and improve their skills.
Apart from Lua’s simplicity, we also decided to use it, because embedding Lua results in less overhead compared to JavaScript. To further improve the usability, we will additionally provide an integrated class system for our Lua implementation and more advanced development tools so you can work as comfortable as you’re used to with JavaScript.
The discussions on our Discord the previous weeks, seemed to give the impression that we might integrate JavaScript as a second language in a future version as well. To clarify this: We are currently not planning on integrating JavaScript. The main reason is that the differences between Lua and JavaScript are not significant enough to justify the fragmentation of the scripting community into two parties and the additional maintenance costs.


The Prototype

We also received many questions about the current state of our prototype. As you might know our prototype is built upon nanos framework which contains all of our multiplayer power. Currently, we are linking the framework to Unreal Engine 4. The largest segment of the work on the package system is almost complete and we are now focusing on getting our network library ready for synchronizing basic movement of characters.


Robert - the nanos newbie

Finally, we want to introduce you to one of our new team members working on nanos world and related (still not announced) projects: Robert.

Robert “MegaThorx” Bitschnau is 21 years old and works as an IT-technician most of his time. He does a lot of IT related stuff in his freetime aswell; next to his position at nanos and nanos world, he’s developing the german “eXo roleplay” gamemode for the GTA San Andreas modification “MTA”. He’s also currently building his very own 3D printer. 

Robert is one of our web developers and is responsible for the nanos world project and all nanos world related project and managing pages. 


Dennis S.







We are really excited to provide you with a platform containing all news and information about our latest multiplayer project. At first, go and check out our first nanosWorld project presentation and learn more about nanosWorld:




During the next weeks, months and years we will post information, not only about the development, but also about our ideas, visions, concepts and team, on this blog.

Community involvement is an important factor that makes our project a unique, social and exciting venture. We will post more about our plans relating community involvement soon.

However, you can already contact us directly via discord (https://discord.gg/nanos) and also via mail:



Dennis, who is responsible for community and PR, is open to suggestions and community contact. So if you are interested in our project, don’t hesitate to contact him via mail (dennis.s[at]nanos.io).



If you have any specific questions about our production itself or any legal or business background, don’t hesitate to contact me via mail (malte.s[at]nanos.io).


Please keep in mind that we cannot answer questions about non-disclosed content. We promise to inform you soon about our plans and visions.

We are looking forward to welcome you to nanosWorld!


All the best


Dennis and Malte