EARLY ACCESS · CONQUER ONLINE

Your world.
Your resources.
Under your control.

Manage your WDF library, publish encrypted resources and prepare a client installer from one place. Built for server owners who want a clearer way to distribute their game content.

DirectX 8 & 9 monitor · Accounts activated manually

* Version compatibility

The integration is currently prepared only for Conquer Online V5721. Support for additional versions is being worked on.

SECUREWDF / RESOURCE DELIVERYILLUSTRATION
SecureWDF shield and WDF archive

One library. Controlled releases.

01Your WDF libraryUpload · validate · encrypt
02Your published releaseChoose what clients receive
03Your game clientAuthorized resource delivery
01 / LIBRARYAdd, replace, publish.

Keep the active catalog organized while existing clients retain their release.

02 / DISTRIBUTIONAn installer for your server.

Prepare the service address and client access together. No extra player sign-in.

03 / VISIBILITYSee resources in use.

An optional in-game monitor helps you inspect access, timings and memory.

FROM ARCHIVES TO PLAYERS

A practical path to your first release.

Start with a copy of your game client and keep your original WDF files safe.

01

Prepare your library

Upload your WDF archives. The service validates and encrypts the resources for your server.

02

Publish your selection

Choose the archives clients should receive. Add or replace content through the library tools.

03

Build your distribution

Download the installer and run it in your client copy. Follow the dashboard checklist before sharing it.

04

Launch and verify

Keep the resource service reachable. Check delivery in game with the optional DX8/DX9 monitor.

DELIVERY THAT FITS YOUR CONTENT

Resources when the client needs them.

On-demand delivery lets updated clients request resources as they are used, with encrypted local caching. A complete-package mode is also available for deployments that prepare resources before startup.

The service controls authorization and publication. Your game still needs a reachable service, and switching modes or releases takes effect when clients restart.

WHAT HAPPENS BEHIND THE SCENES

From the shared service to your game.

WDF resources are currently delivered by one centralized service shared by all server owners and their players. Resource delivery does not run on each owner's game server; access and published content are scoped to the selected server.

01

Connect and authorize

At startup, the installed client connects to the resource service, validates its access and selects a published release. Existing game sessions keep their selected release.

02

Prepare selected WDF files

Each server owner can inherit the global preload selection or choose specific published WDF files. Their encrypted content is downloaded before play, or reused from a verified local cache. Complete-package mode prepares all content instead.

03

Fetch what the game needs

In on-demand mode, resources that are not already cached are requested as the game needs them. Access keys are authorized separately, and the client verifies and decrypts the content for use. First-time loads can briefly pause the game.

04

Reuse the cache

Verified encrypted content stays in the local cache within its configured space limit. Repeated access avoids downloading those same bytes again while they remain cached. Authorization still needs the service; caching does not enable offline play.

CONNECTION REQUIREMENTS

A stable connection matters as much as speed.

Preliminary minimum target: 2 MB/s of actual download throughput (about 16 Mbps). We recommend 20-25 Mbps with available headroom. This guidance is based on early local testing, where fetching at around 2 MB/s was barely noticeable; it is not a validated VPS minimum or a guarantee of uninterrupted play.

The client's download limit and competing traffic also matter. Preloading shifts downloads to startup; caching reduces repeat transfers. These mechanisms reduce waiting, but an uncached resource still has to arrive over the network. Large preload selections need sufficient disk space and must fit the startup time limit.

START SMALL. GROW YOUR LIBRARY.

Free access during Early Access.

SecureWDF is in Early Access. Only the Free plan is currently available, with limits applied separately to each server you own.

FREE

Your first protected library.

Free early access

  • 3 WDF archives per server
  • 600 MB per original WDF file
  • Library management and client installer
  • Optional DX8 / DX9 resource monitor
Open dashboard

Manual account activation. No payment details requested here.

Default Free limits shown. Current service limits are checked automatically. MB means 1,000,000 bytes.

BEFORE YOU START

The details that matter.

Do players need another account?

No additional player login is required for this distribution flow. The server owner prepares shared client access in the installer. Protect that distribution as you would your game client.

Does removing an archive delete every stored copy?

No. Existing clients can retain their release, and the service keeps historical data. Removing an archive does not immediately free all storage.

Do I need to keep the resource service running?

Yes. Authorization and resource delivery depend on the service being reachable. Test the full distribution from a player machine before release.

How do I get an account?

SecureWDF is in Early Access with the Free plan available. Contact the service operator to request an account; public self-service registration is not available.

MAKE YOUR NEXT RELEASE CLEARER

Give your resources a home.

Your library, release controls and client setup, together.

Open dashboard