Odd that you guys should bring this up. I'm in the process of writing a subspace client/server. I started a while ago, and got some interesting work done, but I stopped for a while, and have only recently recommenced work. So far, it looks like I'm using SDL for rendering, input, sound, and network. I started writing an opengl version, but I don't think I'm going to continue along that route, as SDL is a bit more portable, and doesn't require a 3d card. I'm going to completely break compatibility with existing servers, but I kinda have to anyway, as continuum's encryption hasn't been cracked. The server will at least be able to load configuration files from subgame, and possibly ASSS. I plan on having the server store more player data(such as weapons, energy, etc...) than the traditional ss server programs in order to prevent cheating via a program like sage386's Twister. It's in a very early stage at the moment. The networking is pretty much only on paper, but I do have a map loader/viewer. I haven't started on the server yet. I've also written a game similar to subspace in the past, and I have plenty of experience doing simple physics with 3D sphere/plane collisions. I should have no difficulty in bringing that over into 2D circle/line collisions. I would very much like to make it open source, but I'm not sure that would be the best thing to do, if I want to prevent cheaters. Either way, should I ever finish it, I will make sure that I'm not the only person maintaining it. It kinda depends on how much time I have to work on it with a job, and eventually school, taking up my time. You may also want to check out SOS's work. IIRC he is making a subspace-esque game at the moment. Pyxlz is(or was) also writing a client that could connect to subgame. Anyways, I can't make any promises, but I would at least like to say that there are concerned coders who are working on it.