Progress with the web client is coming along nicely since my last blog post on the topic. Unlike the current volity.net website, we're developing this as open-source software, and you can track its development by following the "web-client" directory of our public Subversion repository (which you can browse online or check out locally.)
As mentioned in the forums earlier, I've created an HTML port of Testbench, and put online a couple of demos showing it running different kinds of game UIs. Here is Tic-Tac-Toe running as pure DHTML, and here's the Flash version. Andy Turner has also gotten an embedded-SVG version going, and I'll leave it up to him to announce that. In all cases, the example UIs may be found in Subversion.
Meanwhile, I've got a prototype of the server-side user-managing daemon written (also in Subversion), and am on the verge of using it to make some basic Jabber services available through the web, such as a roster view. From there it's actually not a tremendous leap towards having it manage games as well, thanks to the solid state of the Volity protocol. Once we have anything to show off, I intend to continue working in the sunshine, setting up a test copy of volity.net with all the new stuff mixed in, and inviting testers to come play with it while I work.
Allow me to ambitiously call a shot here: there will be a fully playable demonstration of a web-based Volity game (yes, it'll be Tic-Tac-Toe) by September 15. And I still stand by our goal to have a full-blown client in beta by January 1. Between those two dates, I'm going to try getting Volity's latent-but-eager development base worked up about helping us create the first passel of web UIs, both old and new. (Personally, I'd love to see a fully web-based Werewolf!) I certainly welcome folks to mess around with game UI development even at the current stage, but we figure that it's not worth really ringing the dinner bell until we have a fully demonstrable test environment for developers to play in.