Real-time radar for Albion Online
Passive network capture • Zero injection • Open source
Hey. Taking a break from this for a while, personal health stuff.
I see the comments, the downloads, the messages. I built this for myself at first and seeing how many people actually use it is kind of wild. Thanks for that, really.
Haven't tested it in a while so if the game updated and things broke, I haven't seen it yet. I'll get back to it when I can.
Take care. ❤️
-- Nouuu
demo.mp4
Tired of farming blind in the Black Zone? OpenRadar shows you resources, mobs, and players around you, right in your browser.
How does it work? The app listens to network traffic between your PC and Albion's servers, decodes the Photon protocol, and displays everything on a web-based radar. No client modification, no memory injection. Just passive reading.
- Install Npcap (required for packet capture)
- Download
OpenRadar-windows-amd64.exefrom Releases - Run it, pick your network adapter
- Open http://localhost:5001 in your browser
- Launch Albion and start playing
# Install libpcap
sudo apt install libpcap0.8 # Debian/Ubuntu
# Download and set permissions
chmod +x OpenRadar-linux-amd64
sudo setcap cap_net_raw=eip ./OpenRadar-linux-amd64
# Run
./OpenRadar-linux-amd64OpenRadar -version # Show version
OpenRadar -ip X.X.X.X # Skip adapter selection
OpenRadar -dev # Development mode (read files from disk)| What | Coverage |
|---|---|
| Resources | 3,698 nodes validated. T1-T8, enchanted (.1 .2 .3), static and skinnable |
| Mobs | 4,528 catalogued. Color-coded: green (normal), purple (enchanted), orange (mini-boss), red (boss) |
| Players | Faction flags, hostile detection, zone-aware alerts |
| Zones | 1,000+ zones mapped. Safe/Yellow/Red/Black detection drives threat logic |
| Status | Color | Description |
|---|---|---|
| Passive | #00ff88 |
Not flagged for PvP |
| Faction | #ffa500 |
Faction warfare flagged |
| Hostile | #ff0000 |
Hostile (flagged 255) |
Alert System: Screen flash + sound on hostile detection
Dungeons and chests are detected but not yet refactored. Coming in v2.2:
- Dungeons: Solo, Group, Corrupted, Hellgate entrances show on radar
- Chests: Loot chests visible, rarity classification planned
| Feature | Description |
|---|---|
| Size | 300px - 800px adjustable |
| Zoom | 0.5x - 2.0x magnification |
| Rings | Distance indicators at 10m/20m intervals |
| Zone | Current zone name + PvP type indicator |
| Stats | Player/resource/mob counts |
| Threat | Red pulse border on hostile detection |
| PiP | Picture-in-Picture floating window |
Playing fullscreen? Pop the radar into a floating window that stays on top. Native browser PiP, one click.
The radar knows where you are. Safe zone? Quiet. Black Zone? Every player is a threat. Visual flash + audio alert when hostiles appear.
Fonts, icons, everything bundled. Once Albion connects, the radar works without internet.
Check TODO.md for what's coming:
- v2.2: Dungeons, Chests, Mists, Fishing refactoring
- Future: Native desktop app (Wails v3), squad mode, session heatmaps
![]() |
![]() |
| Main radar view | Detecting resources and mobs |
![]() |
![]() |
| Zoom controls | PiP floating window |
![]() |
![]() |
| Settings page | Resource filtering |
![]() |
|
| Terminal dashboard (TUI) | |
This release is all about polish. Memory leaks hunted down, every frame squeezed, the whole thing feels snappier.
| Before | After | |
|---|---|---|
| 4 GB RAM after 30min | 500 MB stable | -87% |
| 1200 MB heap | 20 MB heap | -98% |
| 30-60 FPS | 160+ FPS | +170% |
| 80ms GC pauses | 12ms | -85% |
Event listener leaks fixed, LRU caching for images, server-side WebSocket batching, client-side event coalescing. The radar now runs for hours without degradation.
- SPA navigation: No more page reloads. Click around, everything stays smooth
- PiP mode: Native browser Picture-in-Picture, stays on top of your game
- Zone indicators: See at a glance if you're in safe, yellow, red, or black zone
- Smarter alerts: Only warns when there's actual danger
- Settings persistence: Config survives refresh and navigation
- PageController orchestrates init/destroy cycles, no more orphan listeners
- WebSocketManager with auto-reconnect and visibility handling
- Image cache with LRU eviction (bye bye memory bloat)
- Server-side event batching every 16ms
- Client-side event coalescing for Move/Health updates
- All CDN dependencies removed (fonts, icons, HTMX bundled locally)
Asset optimization cuts embedded data massively:
| Asset | Before | After | Reduction |
|---|---|---|---|
| Game data | 130 MB | 2.3 MB | -98% |
| Maps | 50 MB | ~25 MB | -50% |
| Item icons | 27 MB | ~17 MB | -37% |
The 84 MB localization file? Gone. Minified JSONs keep only what the radar needs.
Total embedded: ~210 MB → ~45 MB
| Tool | Version | Notes |
|---|---|---|
| Go | 1.26+ | Backend |
| Npcap | 1.84+ | Windows packet capture |
| libpcap | Latest | Linux packet capture |
| Node.js | 20+ | Build scripts only |
| Docker | Latest | Linux cross-compile |
git clone https://github.com/Nouuu/Albion-Online-OpenRadar.git
cd Albion-Online-OpenRadar
make run # Run directly
# or
make dev # Run with hot-reload (requires: make install-tools)make build-win # Windows binary
make build-linux # Linux binary (via Docker)
make release-snapshot # Full release build (both platforms)├── cmd/radar/ # Entry point + TUI
├── internal/ # Go packages
│ ├── capture/ # Packet capture (pcap)
│ ├── photon/ # Protocol parsing
│ ├── server/ # HTTP + WebSocket
│ └── templates/ # Go templates (.gohtml)
├── web/ # Frontend (embedded in binary)
│ ├── scripts/ # JavaScript modules
│ ├── images/ # Maps, items, spells icons
│ └── ao-bin-dumps/ # Game data (minified)
├── tools/ # Build & data scripts (Node.js)
└── docs/ # Documentation
| Guide | Description |
|---|---|
| DEV_GUIDE.md | Development setup |
| RELEASE_2.0.0.md | Version 2.0 changes |
| TODO.md | Roadmap |
| docs/ | Full documentation |
- Player positions: Albion encrypts movement data. Players are detected but can't be shown on radar.
- Some Black Zone maps: Tiles for zone IDs 4000+ missing. Disable map background in settings as workaround.
- Resource charges: May differ from actual due to server-side harvest bonuses.
Found a bug? Want to help? Open an issue or submit a PR.
Built by @Nouuu






