
VERTICAL AD BEAMS
Holographic advertising columns rising above your city.
Pick a building facade, place a beam in two points, and a translucent column of adverts runs up the facade, clears the rooftop and keeps climbing high into the sky, wrapped in a glowing halo, before dissolving high above the city. From across town it is a streak of light; up close, a wall of posters scrolling past.
YOUR ADVERTS
• Images and animated images from any public link, or straight from a page of the usual animated-image sites
• Videos from the trusted hosts you list in the configuration
• Six built-in posters (five layouts you can rebrand), so a new beam lights up with no image to supply
• A dead or expired link shows a SIGNAL LOST poster instead of a hole
• Live preview in the management menu
CAMPAIGNS AND EVENTS
• Scheduled campaigns, for one beam or for every beam at once
• Temporary takeover of one beam or of the whole city, for an event
• Global blackout in one click
• Lighting that follows day, night and bad weather
FOR SERVER OWNERS
• Database, file or custom storage, migrated automatically, and retried on its own if the database is down
• Writes only when something changes (an admin edit, a takeover ending) and once at start-up: no timed writes
• Permission system, every change verified on the server, admin log with optional webhook
• Standalone: no framework required, runs alongside the major roleplay frameworks, permission examples included
• 11 languages
PERFORMANCE
• 0.00 ms at rest, away from the beams or with them behind you
• About 0.09 ms with three beams on screen
• A beam's page sleeps when it is out of view, and is released a little beyond its draw distance
WHAT YOU GET
• Protected by asset escrow
• Open configuration, language files, storage layer, permission and logging hooks
• Documentation: installation, permissions, media, storage, troubleshooting, updating and uninstall
• Free updates
SUPPORT
contact@vasla-studio.com (English and French)

CYBORG PED
A 1.96 m armoured cyborg, ready to play.
One command turns a player into a 1.96 m armoured cyborg: black and red plating, glowing lines on the body and the eyes. The same command gives them their exact look back: face, hair, clothes and props. Health and armour keep their current value.
FEATURES
• Four light modes: red, combat, standby or off, plus an automatic mode (red when calm, combat when aiming, shooting or fighting), seen by everyone
• Sparks when it loses health, electric crackles at low health, lights that go dark on death
• Steam from the back vents after a sprint
• Cold in thermal vision
• 1.96 m tall with the collision of a standard character: it goes wherever a normal player goes
• Server console commands to transform any player or turn them back
• Permission system or open to everyone, configurable command and cooldown
• Standalone: needs no framework and no database, so it runs alongside any roleplay framework
• 11 languages (the game's own font cannot display Thai letters)
PERFORMANCE
• About 0.06 ms per frame with a cyborg nearby, 0.00 ms when there is none
• Sparks, crackles, steam and height are computed by each player with no network events; light modes use the game's own appearance sync, only when they change
• Three levels of detail, about 6 MB download
WHAT YOU GET
• Protected by asset escrow
• Open configuration and language files
• Documentation: installation, permissions, commands, settings, troubleshooting, updating and uninstall
• Free updates
SUPPORT
contact@vasla-studio.com (English and French)

NEURAL DIVE
A full-dive station for your server.
Admins place a dive station anywhere: a tub of ice water, a robotic arm, a neural headset, monitors, server racks, a cooling unit and a full cable layout, laid on the real floor.
A player sits in the ice. The dive sequence starts, by the player or by an operator at the console: the arm places the headset, the station screen counts down 3, 2, 1, DIVE, the picture tears apart, and the player wakes up in the Abyss, a shared digital space, facing the Wall: a giant curtain of light lines animated in real time.
A LIVING STATION
• The water rises when a diver sits down, the ice cubes are pushed away and splash
• Fans and coolant turn, LEDs chase, glyphs flicker
• The station's main screen shows every step of the sequence
• A server room hum around the station, its own dive sound and Abyss ambience
MULTIPLAYER
• Every diver arrives in the same Abyss and sees the others
• Players near the tub when the dive starts keep seeing the diver seated in the ice for the whole dive
• The Wall reacts: its lines light up around a diver who walks up to it
• Neural integrity drains during the dive (about 8 minutes), with warnings and a forced disconnection at 0 %
• Optional headset item for a direct dive, with the usual inventory systems
FOR SERVER OWNERS
• Place and remove stations in game, saved by the server, no database needed
• Permission system for the admin commands, every request checked on the server
• Works standalone and with the major roleplay frameworks
• 11 languages (the game's own font cannot display Thai letters)
PERFORMANCE
• 0.00 ms far from a station
• About 0.06 ms in the Abyss, 0.11 to 0.16 ms near a station
• Short peaks (0.25 to 0.37 ms) when the arm starts and on the way back
WHAT YOU GET
• Original 3D models in their own resource (about 20 MB download)
• Protected by asset escrow
• Open configuration, language files and framework bridge
• Documentation: installation, permissions, commands, settings, performance, troubleshooting, updating and uninstall
• Free updates
REQUIREMENTS
• Server-side entity sync enabled
SUPPORT
contact@vasla-studio.com (English and French)