
Game intel
Bully
Simple mini games for all, roguelike for the experienced.
This caught my attention because Bully Online wasn’t just another nostalgia mod – it briefly turned a 2006 single-player classic into a social playground and then disappeared overnight. The abrupt deletion of servers, code and accounts raises familiar legal questions but also leaves a community with practical choices about how to keep Bullworth alive without risking another wipe.
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Publisher|Fan team (SWEGTA)
Release Date|Mid‑December 2025 (launched) — January 14, 2026 (shutdown)
Category|Fan‑made multiplayer mod
Platform|PC (Bully: Scholarship Edition)
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Bully Online launched quietly in mid‑December and rapidly drew attention for letting players roam Bullworth together on custom servers. On January 14 the team announced via Discord that servers, downloads, source, account data and public pages would be removed within 24 hours. The lead (SWEGTA) has signaled a longer YouTube statement for January 21, but as of the wipe the community has only scarce official detail. Moderators said the shutdown was “not something we wanted,” which strongly implies external pressure rather than a voluntary sunset.

Rockstar and Take‑Two have repeatedly acted against mods and private servers that attract attention or any form of monetization. The presence of a Ko‑Fi paywall for launcher access — even if intended to cover hosting costs — creates a legal flashpoint: companies view paid access as monetizing their IP and are far likelier to issue takedowns. Public scale and viral visibility only accelerate enforcement. That pattern explains why a project that required a legal copy of the game could still be treated as a liability.
The shutdown scrambled a reawakened Bully community: Discord hubs lost channels, players lost accounts and scheduled sessions evaporated. It also sent a clear message to modders: visible, server‑hosted multiplayer—even if community‑driven—can be taken down quickly. Expect further decentralization of tooling and a shift toward fully local or strictly free projects to reduce legal exposure.

If you run these, follow basic safety: keep projects non‑monetized, require a legal copy, avoid distributing Rockstar assets directly, and host privately rather than public servers.
For players: don’t rely on a single fan server. Backup mods and saves, prefer LAN/remote‑play setups, and use vetted mod repositories. For modders: expect scrutiny when your project scales or accepts money; consider open‑source, offline‑only approaches and clear disclaimers that require a purchased base game.

Bully Online’s rise and sudden removal is a reminder that fan multiplayer projects sit in a risky legal zone — and that monetization, however small, is often the trigger. The community response so far shows resilience: private VPN/LAN play and a rich library of single‑player mods make it possible to recreate much of the social fun without inviting another takedown. I’ll be watching SWEGTA’s Jan 21 statement for clarity, but for now the practical path forward is decentralize, don’t monetize, and backup everything.
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