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PkHonor mobile client development

Posted: Thu Jul 09, 2026 7:06 pm
by Mike
Over the years, many players have asked whether PkHonor could ever get a mobile app. For a long time, our answer was: probably not. Building and maintaining a proper mobile client was an undertaking that would take years of development, making it hard to justify compared to other updates.

That has now changed.

In the same way that AI-assisted development brought the RuneLite client to life, it has now also opened the door to something we previously considered out of reach. In just four days, I managed to build the first rudimentary version of a PkHonor mobile app for Android.

To be clear: this is still early, rough, and very much a work in progress. But it is real. The app already runs on Android, loads the game, reaches the login screen, can enter the game world and interact with most things (and interfaces) in the same way you can on PkHonor's desktop application.

The mobile client is Android-only. I know this is painful to hear for iPhone users, but iOS apps can only realistically be distributed through the App Store, and Apple does not allow RSPS clients on there, so there's very little chance PkHonor will ever be playable on an iPhone.

There is still plenty of work left to do: an auto-updater, mobile-friendly interface improvements, better touch controls, mobile-specific settings, quality-of-life features from the desktop client, performance improvements and of course a lot of bugfixing and polishing.

However, development is moving fast. Much faster than I ever would have expected.

If things keep going at this pace, the first beta version of the PkHonor mobile client may not be that far away.

Stay tuned. The mobile era of PkHonor is coming!


Oh, and this is what it currently looks like on my phone (logged in on the live server):
Image

Re: PkHonor mobile client development

Posted: Thu Jul 09, 2026 7:10 pm
by Ktm drip
THIS IS HUGE!

Re: PkHonor mobile client development

Posted: Thu Jul 09, 2026 7:20 pm
by Iron adam
look thats me @Nazuths !!

Re: PkHonor mobile client development

Posted: Thu Jul 09, 2026 8:18 pm
by Nazuths
Iron adam wrote: Thu Jul 09, 2026 7:20 pm look thats me @Nazuths !!
You fricking made it dude

Re: PkHonor mobile client development

Posted: Fri Jul 10, 2026 2:34 am
by Raj
@Mike opinions on doing it as a browser client with WebGL or something? So iOS users, or any browser-based device, can also join in.

Re: PkHonor mobile client development

Posted: Fri Jul 10, 2026 10:57 am
by Mike
Raj wrote: Fri Jul 10, 2026 2:34 am @Mike opinions on doing it as a browser client with WebGL or something? So iOS users, or any browser-based device, can also join in.
That sounds like the way to go. Time to find out how easy (or hard) that is to do.

Re: PkHonor mobile client development

Posted: Fri Jul 10, 2026 2:27 pm
by Lykos
Honestly worth switching to Android just for this, Apple and iOS products are becoming more & more distasteful

Re: PkHonor mobile client development

Posted: Fri Jul 10, 2026 6:41 pm
by Monys
This is dope!!!

Re: PkHonor mobile client development

Posted: Sun Jul 12, 2026 4:07 am
by Azu rite
Interesting...

Re: PkHonor mobile client development

Posted: Wed Jul 15, 2026 6:59 pm
by Mike
During the past week, I have managed to get a whole lot of work done on the Android mobile client:
  • Input handling (touch / swipe / pinch / drag)
  • Proper chatbox and split private chat
  • GPU rendering
  • Loads and loads of performance improvements to make the client run smoother while using less processing power and battery life (some of these performance improvements also improved the performance of the desktop client)
  • Tile indicators for current and clicked tile
  • Tap indicator (yellow dot)
  • Player / NPC / object highlights when tapping
  • Proper login screen
  • Settings panel for mobile settings (currently only used to toggle tile indicators)
  • Proper positioning of a lot of user interfaces, such as the bank
I'm currently doing some more final touches and fixing some minor bugs I encountered during my test runs. The next couple of days, I'll work on how the client can update itself and the cache. Once that's done, I'm hoping to release the first beta test real soon.