The Olympus launcher, auto-updates and the closed alpha
One launcher that keeps the client and cache current on its own, a 2GB default heap, a hardened cache install so the title screen never shows a "Connection error" - and the closed alpha, where a select group of players tested every system before launch.
One launcher, no manual updates
Everything starts with the launcher that owns the client and the cache. It checks a remote version file on every start, downloads a new client jar when there is one, stages the cache zip, unpacks it into your Olympus folder and only then starts the game. If the packed client cannot be started as a separate process it falls back to launching in-process, so a locked-down machine still gets in.
- The social links on the launcher go straight to Discord and this website.
- The client runs with a 2GB heap by default, and the login screen draws its background once rather than every frame - so it never stalls on a low-memory machine.
- Cache unzipping is hardened: a zip wrapped in an extra folder, a half-finished download or a stale partial extract are all detected and redone, so the title screen never shows a "Connection error" over a half-installed cache.
The launcher keeps everything under a single Olympus folder in your user directory. If a cache ever looks wrong, deleting that folder and starting the launcher again is the whole fix.
The client points at the live server out of the box - there is nothing to configure.
The closed alpha
Before the gates opened, Olympus ran a closed alpha with a select group of players. Alpha accounts were given a dedicated game mode - end-game gear from the first login and stats scaled far past normal - so every raid, boss, skill and interface could be pushed to its limits in minutes rather than weeks, and every bug found went into the posts that follow.
The alpha was a test, not a head start: the mode is switched off for launch and alpha accounts do not carry over. Everyone starts at the Sanctuary gate on day one.