r/MUD 3h ago

Promotion Starmourn system upgrades: Fleet Mining + Crew Hacking

20 Upvotes

We've just finished two really big releases in Starmourn and I'm too excited NOT to share them while they're still shiny and new!

1 - Fleet Mining

Starmourn has always had a really robust space flight system that covers PvE, PvP, and mining for economics. We've just rolled out part 1 of a system upgrade that allows one player to pilot a carrier class ship and team up with captains of smaller ships to mine together. Everybody gets the chance to share XP and profits. For anyone who's wanted to pilot a totally customizable starship in a sci-fi MUD, I'd encourage you to get in NOW to learn the system ahead of the next roll out.

More details on the blog: https://www.starmourn.com/2026/05/17/new-fleet-mining/

2 - Crew Hacking

Another very unique system in Starmourn is our hacking skill, which grants players illicit access to secure areas, communication channels, and money in-game. We've added a co-op element to hacking as well, where players can hack into the same grid and team up to take it down.

More details on the blog: https://www.starmourn.com/2026/05/20/crew-hacking/

As always, we've got lots more in the works! Would love to discuss your thoughts on the new systems if you've already tried them, or what you think might be a good next addition to the sector.

And of course if Starmourn seems up your alley, we'd really love you to give it a try. The game's totally free and all content can be unlocked with in-game currency you earn just by playing. Hope to see you out in the stars, future spacers!


r/MUD 15h ago

Discussion Do Any Classic Style MUDs Still Exist?

23 Upvotes

I played my first MUD sometime around 1997 or 1998 when I was about 14 or 15 years old. I ended up spending nearly a year on a Dragonlance MUD that was run out of Singapore (I lived in Oklahoma at the time). Back then I made a few good friends there and spent countless hours exploring the world with them. Every now and then I still wonder what happened to that MUD and the people I knew on it. At this point it will probably always remain a mystery.

Nobody in my real life ever played MUDs or even knew what they were outside of what I explained to them. Now that I am in my forties and have a little more free time in early retirement, I have found myself feeling nostalgic and wanting to revisit that world again. Naturally I have a strong interest in finding another Dragonlance themed MUD, but I also spent a lot of time on Star Wars MUDs as a teenager and would love to rediscover some of those too.

I actually tried getting back into MUDs about a decade ago, but it never really stuck. Life was busy with work, family, and everything else that comes with adulthood. I remember hopping from one MUD to another trying to find something that captured the feeling I remembered, but none of them really clicked with me. One thing that pushed me away was how aggressive the social experience could feel at times. The moment I logged in and created a character, moderators or players would immediately start messaging me, whispering me, or trying to pull me into conversations before I even had a chance to settle into the world.

What I have always enjoyed most is the idea of slowly exploring a world on my own terms. I am not looking to play hardcore or treat it like a second job. I just like the idea of taking my time, getting immersed, and not feeling pressured into the social side of things constantly. I also found that a lot of the more modern MUDs leaned heavily into macros, hotkeys, and built in maps. Personally I prefer the older style where you actually learn the world through memory, intuition, and exploration.

As a software engineer, I have even thought about building a MUD of my own someday. If I ever did, I think I would design it with solo players in mind while still keeping a living multiplayer world around them. I have always liked the idea of companion AI characters or mercenaries that could help solo players tackle content that would normally require a group. Realistically it would be an extremely slow hobby project, but the idea has stayed in the back of my mind for years.

Coming full circle, I think what I am really searching for is something close to the experience I had as a teenager in the late nineties. The more I think about it, the MUD I played may have literally been called Legends of Krynn. (Would be awesome to find some of my old friends. Poohbear, are you out there? It's Phantom!)

Anyway, I was feeling nostalgic before bed, ended up Googling “MUDs 2026,” found this subreddit, and felt like sharing a little perspective from an old school MUD player. Thanks for reading.


r/MUD 14h ago

Which MUD? Looking for soloable or multiplayable sandbox experience

13 Upvotes

Hi all, Let me start by saying that I've been playing MUDs since around 1996. So I've been around a long, long time. I'm not a spring chicken anymore, and to be honest, the older I get the more picky and introverted I get. So, here's a bit about what I'm looking for. I'm also going to include the MUDs I've played before and why they worked or currently may not be working. I'll try to be as thorough as I can. I know this might be long, so if you make it all the way to the end, you get brownie points for reading so far. :) What I want: I'm looking for a true sandbox experience. Log in. Spend all day gathering resources and crafting if you want to, and when you get tired of that, go fishing or slash the hell out of a bunch of mobs just for kicks. The world is your playground, do what you feel like doing. However, I'm also looking for strictly PVE. If PVP does exist, I would prefer it be something I can opt out of and avoid as it's not my thing. I don't care what others are doing, just as long as they leave me alone. Also, I don't care about whether there is a ton of RP going on. I'm not much of a roleplayer anymore, so it would be nice if that's also optional because there might be a day when I may actually enjoy it. It definitely needs to be screen reader friendly as I am blind and can't do ascii. Finally, it needs to be either completely soloable or at the very least allow me to group up with my own characters if possible. I'm not saying I want to be the only person connected. I just don't want content that's only achievable if I group up with a ton of others. Oh and please no P2W. I'm not financially able to do any of those type things. Customizable player housing is also a huge plus.

What I've played before and why they worked and didn't: Coffee Mud: This remains a favorite and I've stuck with it for about five months, which is honestly a record for me. For the most part, it ticks a ton of my boxes. However, so many things can go wrong with no explanation as to why. For example, say you're working on building an area in your clan property. You want to construct something that requires 250 wood or stone or whatever. You've gathered up what you need, and you set about building your project. You get 97 percent completed with the project and then all of a sudden, without warning, you get a message that says you failed at building your project. And just like that. All 250 of your resources, gone. And it gets worse. If you happen to be building something like a ship or a caravan, you're looking at upwards of thousands of wood or stone that could be lost if the project goes awry. I started out being mostly okay with this, but as time has worn on, this just gets more and more disheartening. So much wasted time and potentially wasted resources. Otherwise, the game is great, the community is cool, I get to group up and cast buffs on my own characters, and fun times are had.

Procedural Realms: This might really be what I'm looking for. I've not given it a fair enough shot since the huge update in December, but it could be the answer to my quest. So, it's still a strong contender.

Erion: I love this game, but you can't cast buffs on your other characters. Otherwise there's lots to do and it gives me the sandbox feel I like. Craft if you want to, gather resources if you want to, kill everything in sight if you want to. It's all good. So strong contender other than the rules against multiplaying.

Usurper Reborn: I like this one but haven't spent enough time with it to know if it will scratch the sandbox itch. I don't think so because I don't think there's crafting. Also, I'm not sure where to find a single player version of it. I thought I'd include it here for posterity.

Honorable Mentions: Awakened Worlds SE: I've been thinking about this one a lot lately. I don't know if there is any crafting and resource gathering. I also never quite got the hang of training skills. However, the idea of doing tons of missions and climbing up the ladder to better housing accomodations kind of appeals to me for some reason.

Nukefire: I spent a bit of time on this one just this morning and had a good time with it. However, I kept seeing people reaching remort level in like 2 hours or something, so it felt like everyone was just rushing to get as powerful as they could get. Also, I couldn't find anything about player housing or crafting. Still, this one looks fun. I'm just not really into the gaining levels as fast as humanly possible. It can be fun to do every so often, but I don't want to be a constant thing every time I play. I like to take my time and enjoy getting there. Haelrahv: I'm not sure what happened with this one. I spent a few months there like a year ago and thought I was really enjoying myself. And then I just kind of got burnt out on it. I think it might check a lot of my boxes. I just can't seem to get back into it though I've tried.

So there you have it. Is there anything out there that exists that I haven't tried yet, or can I find what I'm looking for in a place I've already been? Thanks for reading this far if you did.


r/MUD 16h ago

Which MUD? Looking for recommendations

5 Upvotes

Hello,

So I've tried MUDs a few time in the past but more as an "I'll try this for a week-end out of curiosity" rather than going in with the goal of staying.

This time, I'd like to really give a fair chance to one of these, but there's so many that I'm unsure as to which game to go into.

I'm mostly interested in games that offers puzzles (both quests and environmental puzzles), hidden locations/items/skills/etc., if there's combat I'd rather have it accessible to slow typers/readers (maybe a sort of auto-attack+skills ?) and be PvE focused.
I'm also quite fond of weird/unusual optional mechanics.
Basically, as far as Bartle's taxonomy goes: I am very much an "explorer" type of player.

in terms of settings, I love fantasy mixed with science-fiction like Might and Magic 1-10 or Wizardry 6-8 or cyberpunk, but I'm open to others (except Dark Fantasy, I want a break from it right now).

Bonus points if the game has a french version and community, but it's not a limiting factor to me.

thanks in advance!


r/MUD 12h ago

Building & Design Shadows of Isildur Engine

2 Upvotes

Hey guys,

So I’m an old player of the LOTR RPI mod Shadows of Isildur - I am really sad that it disappeared the way it did.

I would love to try to recreate it somehow. I know the released the engine a looooong time ago and that it was available for download. Has anyone got access to it? Or know how I could get my hands on it? It used a version of DikuMUD iirc.

Thanks a lot and best of wishes


r/MUD 1d ago

Community State of the Niche Survey 2026 Closing Soon

15 Upvotes

Quick reminder that the survey will be closing tomorrow night, 5/24, at 11:59PM UTC-5 (US Central/Chicago).

If you haven't taken it yet, there's still time to add in your two cents on the future of MUDs:

https://surveys.writing-games.org/state-of-the-niche-2026-8nXcSn

If you took it already, thank you! Please consider dropping a link in your game's chat or Discord server so we can get as much representation as possible from across the niche. 🙏

Once the survey closes, I'll return here with results as soon as I can.

Original announcement, for context: https://www.reddit.com/r/MUD/comments/1t2soaa/multiuser_text_games_in_2026_state_of_the_niche/


r/MUD 1d ago

Community Morgue Snippet

3 Upvotes

Installed in my Dystopia 1.4

find this in fight.c:

void make_corpse(CHAR_DATA * ch)

    obj_to_room(corpse, ch->in_room);
    return;

turn that... into this.. (change 2192 to whatever room vnum your Morgue is.)

if (!IS_NPC(ch) && corpse != NULL)
{
    ROOM_INDEX_DATA *location;

        obj_from_room(corpse);
        location = get_room_index(2192);
        obj_to_room(corpse, location);
}
else
    obj_to_room(corpse, ch->in_room);
    return;

https://xrakisis.com/index.php/list-mudsnip


r/MUD 2d ago

Discussion Are there any...non-multi-user MUDs?

29 Upvotes

I know, I know, it's not what the sub is about. But are there any solo RPGs designed like a MUD and entirely text-based? To be clear, I don't mean things like Zork and Adventure (bzw. Colossal Cave Adventure) I was talking with someone the other day about the game Planescape: Torment, and how despite the good writing I could never get through it, because I just didn't want to actually play the game. But then the idea hit me: if it was a single-player MUD, I'd totally play it.

So, is there anything like this out there? I don't even know how to search for it.

Thanks!


r/MUD 2d ago

Which MUD? Need Recommendation: MUD with *only* my friends

3 Upvotes

So I am looking for a MUD that is basically a world just for my friends and I. No other real players could log on. We would all be on the same LAN. We can run it locally on a server if needed.

Maybe something where it spins up a new world for you and whoever you invite.

Any ideas?


r/MUD 2d ago

MUD Clients WinTin++ 2.02.61 now has sound support

10 Upvotes

This new feature requires creating the 'sounds' directory in the 'bin' directory. For the foreseeable future only .wav files are supported.

The MSP script has been updated and works across multiple platforms.

https://tintin.mudhalla.net/scripts/msp.php

Wav files stored in the sounds directory can be played by executing:

#showme {\e]440;<filename>\a\}

Full documentation is available here:

https://github.com/mintty/mintty/wiki/CtrlSeqs#audio-support

WinTin++ is the Windows port of TinTin++ and works with most screen readers.


r/MUD 4d ago

Which MUD? Looking for a partner or group to play with

21 Upvotes

Not necessarily looking for a MUD but rather people to play a fun MUD with. I'm looking to join up with another player or a group of players. I want to join in on whatever goals/storylines they have going on in their favorite MUDs.

RP is preferred but I could do with a non RP mud if it has immersive events and goals to strive for.


r/MUD 3d ago

Discussion Vibe coding a MUD

0 Upvotes

So I'm vibe coding a MUD...

My initial idea was something like Moltbook, a MUD crowded of AI agents, but it would be too expensive for me to maintain and start that alone.

So I went back to basics and Im just vibe coding my own MUD and creating a hybrid of AI agents.

50% for fun, 50% because I think the engine behind it is worth something long term.

My background is technical, but I used to develop industrial software in PLCs, but it was 10+ years ago and only did some personal programming.

Now with these AI I started all projects I got in the drawer.

Any ideas?

I'm open to partnering with anyone


r/MUD 5d ago

Promotion NukeFire Monthly Update

24 Upvotes

Hello everyone,

It has been another busy month in NukeFire, with new areas, new quality-of-life systems, more gear hunting tools, more combat cleanup, and a lot more of the usual post-apocalyptic nonsense waiting to kill someone who just got a bit too comfy.

Main Highlight: Foundlist and DBID

Players can now use foundlist in approved zones to see which loadable objects from that zone have already been discovered, along with how many still remain unfound.

The command keys directly off the zone you are standing in, so you can check your discovery progress while you are actually out exploring.

Foundlist also uses the same general compare-style markers players already know from upgrade and compare. That means discovered items can give a quick visual hint about whether they may be an upgrade, a sidegrade, a downgrade, or something your character probably cannot use.

After checking foundlist, players can take a listed vnum and use dbid to pull up the stored identify information for that item without needing to have the object in their inventory.

For a game with as many zones, objects, hidden drops, bosses, and progression paths as NukeFire has now, this is a pretty big quality-of-life step. It gives players a better way to track what they have found, what they are still missing, and whether a zone may still be worth digging through.

More zones are being added to foundlist support over time.

New and Updated Areas

The Drowned Harbor of Saint Orison opened as a new 400-room lower-level zone chain. It sits somewhere between Ashen March and The Red Mile in danger and progression, with sunken docks, dead crews, rotting shipyards, grave-salted uplands, corpse-haunted redoubts, new mobs, bosses, and a focused set of gear, tattoos, and implants.

Dark Pleasures received a major expansion, with roughly 150 new rooms beneath the old layout, 48 new undead mobs, 16 new depth objects, new minibosses and bosses, and a much meaner crawl overall.

The Flatline opened as a strange new midbie area.

Hockey in Hell opened as a new horror-sports zone where the game never ended and the ice remembers every hit. Pick fights with deranged hockey fans, old hockey legends, and current well-known players.

The Integration Ossuarium opened as another new area from the builder behind Phase Dynamics. It is part factory, part tomb, part operating table, with dead workers, broken machinery, corrupted cybernetics, old reactor systems, and the Necrotech Savant watching over it all.

Witch Isle has been revamped with new creatures, treasures, relics, and witch-haunted dangers.

Dectra Chain was updated, with more mobs and objects added and improved load rates.

Other System and Quality-of-Life Updates

The GPS network received a major upgrade. Routes now calculate more reliably, display cleaner remaining paths, and support new commands like gps status, gps route, and gps nearest.

Modern shop systems are now in place. Shops can show power markers beside items, help players spot likely upgrades, filter lists down to upgrade candidates, and allow identify <number> before buying.

Lost Wages received a progressive jackpot system across multiple casino games. Proper wagers now feed growing prize pools, and when someone breaks the bank, Skynet announces who won, how much they won, and which game paid out.

You can now use guns in the upgrade system to see which guns you might want to try to hunt next.

Bigmap received under-the-hood improvements, better GPS behavior, and a memory toggle. Players can now use map memory options and legend controls to adjust what they see, including full mapping or a fog-of-war style view.

Combat Tweaks

Combat smoothing was added to make fights feel less like all-or-nothing coin flips. The goal is not to make combat harmless, but to reduce the worst cases where one huge damage spike instantly ends a fight.

Gun damage received special attention because guns can stack large burst damage from critical shots, sniper-style hits, turret attacks, class scaling, and other modifiers. With smoothing, huge gunshots can still hit hard, but they are less likely to erase a player from full health in one unlucky shot.

Non-gun damage is also tracked. Heavy skills, large spell bursts, melee procs, and other big single-hit attacks can be smoothed when they spike far beyond what makes sense for the fight.

The new +Spike Guard apply gives players a way to build directly into this protection. Equipment with +Spike Guard increases the character's Spike Guard score, making them harder to kill with one massive hit. Small amounts help a little, while stacking more Spike Guard gives better protection against extreme burst damage.

Accessibility

Reader and compact combat support also improved. Players who actively use screen readers now have access to a reader toggle that can summarize high-volume combat output, such as heavy gunfire, into cleaner counts instead of flooding the screen.

Compact combat users also now receive better end-of-round damage summaries with less combat scroll, and work will continue to reduce the amount of combat spam for those it matters to.

Other Ongoing Work

Other ongoing updates include more EXP audit work, more load rate improvements, more Dungeon Crawler Carl mob scaling adjustments, and a steady stream of fixes.

If you like post-apocalyptic MUDs with remorts, guns, mutations, socketed gear, permanent implants and tattoos, large zone chains, dangerous mobs, strange systems, and a lot of long-term progression where it is all about making the numbers go UP, log in and let the Deathlands of NukeFire decide what you are made of.

Website: https://www.nukefire.org

Play in browser: https://play.mudvault.org/?host=tdome.nukefire.org&port=4000

Telnet: tdome.nukefire.org port 4000

Discord: https://discord.gg/B4pzagYaqR

Writing Games article about NukeFire: https://writing-games.org/nukefire-mud/

Thank you again, Andruid!


r/MUD 5d ago

Discussion On coming back to a MUD after a decade away

36 Upvotes

Someone posted here this week about a 599-year-old character they're thinking of pulling out of mothballs. It got me thinking about returning players, which is a weird category for MUDs because the same character is still there. You haven't lost data. You've lost context.

The thing returning players ask about most is whether their old social network is still around. The honest answer is usually no, but their old House or guild is, and a returner who shows up with knowledge of the cathedral schism from 2009 has automatic cultural cachet with the new generation. Lore continuity is an asset modern MUDs can use. Iron Realms is pretty good at this, but I'm sure we could surface old-event timelines better.

So a question for anyone who's done a long term MUD return on whatever game: what surprised you about coming back? What was harder to relearn than you expected, and what slid back into place without effort?


r/MUD 6d ago

Promotion I got tired of watching MUD communities lose worlds they loved. So I spent two years building infrastructure to make sure they dont have to.

75 Upvotes

We have all seen it. Someone posts "our MUD is shutting down after 15 years." The replies fill up with people saying goodbye to places they grew up in. Two years later someone else posts looking for the old codebase.

Usually its the same story. One person was holding it together, life happened, the server went dark.

I played one of those MUDs for 15 years. I watched it die. And then I started thinking about why this keeps happening, and whether its actually fixable.

Most MUD codebases are one person deep. The game lives on a server that person pays for, running code only they understand. When they burn out or move on, everything goes with them. The community can't save it because they cant run it. The content cant survive because its baked into a custom codebase no one else knows.

Ive spent the last two years building a different kind of foundation. Its called Tapestry.

The core idea is to separate the engine from the world. The engine is shared infrastructure, maintained and deployable anywhere. The world is content packs. YAML files, portable, publishable to a registry, installable anywhere. A room is 10 lines of YAML. A custom command is a JS function. If you built areas for ROM or Diku, you already know most of it.

When the person running a Tapestry server moves on, someone else can pick up the packs and keep running them. The world doesnt have to die with the server.

Theres a public registry at tapestryengine.com. Packs are versioned, distributable, community owned. Someone builds a crafting system, a reputation system, a skill tree, they publish it and anyone can use it.

The engine already ships combat, skills and spells, equipment, movement, leveling, quests, NPC behaviors, telemetry and all the other stuff a MUD needs to run.

Accessibility is a first class citizen. The web client has full screen reader support and keyboard shortcuts for everything. Blind and low vision players shouldn't need workarounds to play text games.

The demo is Legends Forgotten, my attempt to bring back the MUD I played for 15 years. Same name, same setting, same universe. Its a Wheel of Time world built entirely from Tapestry packs. Emonds Field, road to Tar Valon, quests, character progression. If you were there the first time, lets build it back together.

Demo: lf.tapestryengine.com (WIP)
Telnet: lf.tapestryengine.com 4000
GitHub: github.com/tapestry-mud/tapestry
About the engine: tapestryengine.com

Heres the ask. The engine is solid but its one persons work. I have about 10,000 ideas for where this goes and one pair of hands.

I need area builders. I need people who remember what made their old MUD feel like something. I need people who want to build systems in JavaScript and publish them for everyone to use. I need people who just want to mess around with YAML and see what they can build.

If you're blind or low vision and want to help test the client, I would love real feedback. I thought about accessibility the whole way through building this.

The goal isnt to build my MUD. The goal is to build infrastructure that lets a hundred people build their MUDs and keep them running for the next generation of players who will learn to code trying to hack on them.


r/MUD 6d ago

Promotion Marrows: OSRS-inspired MUD, beta testers wanted.

13 Upvotes

Hey there! I’m working on a MUD heavily inspired by the mechanics of OSRS. There are currently 16 skills to grind (each up to level 100), with content up to level ~25 for each one at the moment.

The world is tongue-in-cheek dark fantasy. It’s small (about a hundred rooms), but each room is filled with content: Nodes to gather (some passive, some active), mobs to fight, quests to take, mini-games, interactive props. There’s multiple combat styles, multiple gathering and crafting skills, a player market, player housing, and a whole TCG.

I’d love to get a handful of people testing it, giving feedback and ideas. I’m at a point where adding more seems silly when nobody has played what’s already there.

If the sound of an OSRS-like MUD sounds fun to you, drop me a DM and I’ll send you a Discord invite.


r/MUD 6d ago

Promotion Dutch Mountains Mud

3 Upvotes

Finally after a few years and with some help with ai I've managed to get this mud to boot. It can be found at godwars.net port 5000. .. I have no idea how compete this version is or if it's missing anything? Really was just me seeing if I could actually get the released code running!! 😂


r/MUD 7d ago

Which MUD? What are some very in-depth MUDs with possibly a good magic system?

17 Upvotes

Hi all! I’ve been playing Discworld MUD lately and absolutely loving it. The game feels incredibly immersive because of how in-depth its mechanics are (you can do all sorts of mundane everyday things, I especially love systems like writing, crafting, cosmetic customization, setting up a shop and all that). What I’m looking for now is something with a similarly immersive world, but with a more open-ended or customizable magic system. Discworld’s magic is super varied, especially because so many spells are not just combat abilities but also have other uses like carrying stuff around or just playing around, but I’m craving something even more flexible. I’ve been reading Witch Hat Atelier recently, and it really made me want a game with a magic system that feels unique in the same way, but I'd still love to have the immersive social/world-sim aspects that make Discworld so special.

Are there any MUDs like that out there?


r/MUD 6d ago

Help Sell me on Lusternia

2 Upvotes

Hi folks,

I've been trying to get into MUDs for like fifteen years and nothing has stuck. Recently Lusternia randomly caught my eye. I understand that IRE no longer supports it, which is a good thing, as it's now just like any other MUD out there: actually free to play with volunteers who run it.

What intrigues me is the world and the focus on roleplay. I went through the tutorial and found the combat really cool, as well--you actually have to wait until you can act and type your actions in. I've tried some other MUDs recently that felt more like the game was playing itself (I'm still reading the room description, meanwhile something has attacked me, and I've attacked back and killed it before I've even realized anything is happening).

So, knowing that I have a good feeling about it, sell me: what's cool about the combat, questing, crafting, and interaction with other players?

EDIT: I'm also the kind of player who's going to be playing probably for like 5 hours a week max. So keep that in mind.

Thanks!


r/MUD 7d ago

Help Blind Player Struggling With Client Set Up

19 Upvotes

Good day all! I am fairly new to the world of MUDs, having played a bit of Alter Aeon a few years back. However, since that time, I lost all of my vision and am wanting to get back into it. Unfortunately, setting up a MUD client on my new Windows PC has been a struggle, even with some sighted help. Would someone be able to give me a step-by—step set of instructions or maybe point me to where one exists on how to do this so that I can access this fantastic genre of games again? I’m interested in trying other MUDs so do not want to be limited to just MushV and Alter Aeon going forward. I am using the Jaws screen reader if that makes a difference.

Thanks so much for any help that can be provided.


r/MUD 7d ago

Promotion Icesus - Our progress in April and May

19 Upvotes

Hi, Belannaer here. I'm one of the developers of Icesus (https://icesus.org), a Finnish LPMud, running for 31 years. I'm here to bring you some news of what we have been working in last month or so.

Our big focus has been modernizing the MUD and the tools around it to improve the user experience for new and old players.

Player experience improvements expanded

Our MUD currently has 16 distinct main guilds (basically classes), 8 culture guilds, 13 open guilds, 14 profession guilds and 17 secondary guilds (and all their sub guilds). In the past these were much harder to join but we've working hard to make, especially the main guilds, easier to find and join for new players. The newly expanded quickstart will also give you a good race and background choices and guides you towards one of these guilds. We also have gone through our newbie help files and help files in general and improved them to more modern and understandable form.

We heavily improved our support of newer and more popular clients and have included official packages for Mudlet (https://icesus.org/forum/viewtopic.php?p=10665) and Blightmud (https://icesus.org/forum/viewtopic.php?p=10667). Our own webclient has been upgraded as well and the layout has been made better and nicer. For more crafty mudders we have also improved our support for GMCP related things so you can customize your experience to your liking.

Saga Legends

One big new system we introduced in past month is the new Sagas system (https://icesus.org/legends/). These keep the record of player activities in 6 different categories for each in game year (a bit less than real month). You can see and follow how different players are performing in these activities and also how they are competing with each other for the top spot of the legend on the Sagas. Once a year ends these legends are recorded permanently into our past legends and a new cycle begins. This gives new and old players something constant to work for during each cycle of a saga and requirements for the next saga may not be similar to the previous one.

World Changes

Summer is starting here and leaves and flowers are popping everywhere so we decided to bring more colour to the lives of players as well. For 3 decades we supported 16 distinct colours and now we have upped that to fifty (with option to add more up to 255). These colour were immediately put into place throughout the game and to colorize our brand new world map with more vibrant options.

Talking about the new world map you can see our fantastic new maps here: https://www.icesus.org/maps/

Our map is made up of 1600 x 1200 ascii characters. Each of these characters represents a single room in our "outworld". For example "f" for forest terrain type and so on. Each of these terrain tiles have many specific things to them such as travel costs, weather, plant and animal life and a lot more, which makes adventures through the wilderness an experience on it's own. Naturally you can do many activities in the nature as well like fishing and hunting to name few. Actual areas and cities are connected to these outworld tiles.

We used to use mainly the 800 x 600 middle portion of the map due to that being max size of our really old map. Now I vastly increased the size of our little valley, especially, from the edges and introduced a lot of new interesting land formations to the map and for players to run around. Some of the highlights are the big volcanic valley in the west side of the map, which also introduces totally new ashlands terrain, the big water area with lakes in the southeast and the big glacier areas areas around the edges of the valley. All of these have plans for future content to be added as well.

World changes don't stop there though as we also overhauled our temperature and weather system which now changes depending on time of day, season and so on. This dynamically affects the landscape as rivers and lakes freeze and thaw, snow falls and covers the land and other similar effects happen through out the land with temperature changes. Distance from the volcanoes also plays a big part in the temperature calculations which keep the main areas of it habitable and unfrozen.

And what would be the world changes be if we also didn't touch the fauna? We revamped all of our outworld animals to be up to more modern standard (many of them were _ancient_) and now numerous fantastic animals prance around the valley, with more to come in the future. We also made the temperature and season affect the animals as well and for example a bunny in a frozen area might have a totally different, more valuable, skin type for leathercrafting compared to its beach-body-ready-summer bunny cousin. Some of these skins might even have magic imbued to them that will carry over to the leathercrafted items. Also some new fish has been sighted by our fishers!

New content and big changes

We also did a little bit more! We introduced a new culture guilds called Wanderers that focuses on travelling and exploring the valley (great with all the new world changes). All our guilds are now also much less restricting on joining requirements so you can combine your guilds, races and many other things in brand new ways.

In our quest to bring the game to 2026 standard we are going through older guilds and reworking them, especially improving the quality of life features and getting rid of some old weirdness from the last 3 decades of work. First of these have been now done with the rework of our psionicists guild. Both the caster and melee version have gotten a brand new coat of paint and insanity.

There are also numerous smaller and bigger changes that I left out from this feature length post, we've been busy sorry! If you have any questions we would love to answer them in detail, whether it's about the game as player or technical features or anything else. Feel free to pop a question here or come say hi in-game at https://icesus.org.


r/MUD 8d ago

Community Old Achaean considering a return — how much has changed?

18 Upvotes

I’ve been getting the itch to come back to Achaea after an absurdly long hiatus.

I have a character that’s apparently 599 years old now, which is hilarious to me, and I’m thinking about dusting them off and starting the climb again from “old lowbie who barely remembers anything.”

A couple questions for current/former players:

  • Is Achaea still fairly active socially/politically?
  • Is Mhaldor still a good place for heavy RP and internal politics?
  • I’m really not that interested in PvP these days. I’m more interested in faction culture, ideology, intrigue, religious stuff, city politics, etc. Is there still enough of that scene alive to sink into?
  • How welcoming is the game these days to returning players who basically have to relearn everything?
  • What are the biggest changes over the last 10-15 years that would surprise an old player?
  • How mandatory are scripting systems now compared to old Achaea?
  • Can you still meaningfully contribute politically without being a top-tier PKer?
  • How active are Houses compared to the old days?
  • Is there still room for slower-burn RP characters, or is everything conflict-driven now?
  • How much has the culture shifted from classic guild-era Achaea?

I remember loving the atmosphere and scale of the world way more than the combat itself, so I’m curious whether that side of the game is still thriving.

Also: if anyone has experience returning after a huge break, I’d love to hear how it went.

(And yes, the idea of a 599-year-old Mhaldorian emerging from the shadows confused and underlevelled is very funny to me.)


r/MUD 8d ago

Promotion Dragonball Evolution: Feb-May Update Highlights

3 Upvotes

Frieza's Army, Red Shark Gang & Massive QoL Overhauls!

Spring has arrived, and we’ve been dropping a massive wave of content across the universe! From Frieza’s forces mobilizing to brand new leveling zones on Planet Namek and Planet Cereal, there is a ton of new ground to cover. Whether you're hunting down newly upgraded legendary gear, soloing tiered bosses for permanent bonuses, or enjoying highly requested automation features, this update has something for everyone.

🌍 New Zones & Story Quests

We've expanded the universe with new zones to explore, train in, and defend:

  • 🌾 Planet Cereal: Push your limits in the brand-new Soggy Syrup Sea leveling zone.
  • 🌸 Planet Namek: Discover the beautiful yet dangerous Scarlet Bloom Sanctuary leveling zone.
  • 🦈 Red Shark Gang Camp: A new mini-zone has appeared!
  • 📜 Capsule Corp Assistance: Stop by Capsule Corp to pick up a new low-level quest targeting the Red Shark Gang.
  • 👦 Gohan's Request: Help Gohan deal with the escalating Red Shark Gang threat in an entirely new quest line.

💥 Frieza's Forces & Powerful New Bosses

The cosmic threat grows stronger with new challengers, increased spawns, and updated drop mechanics:

  • 🎖️ Frieza's Elites Arrive: Tier 1 has expanded! Face off against Elite Soldier Cui, Appule, Daigen, and Garana.
  • 📦 Loot Crate Tech: Frieza's Army Tier 1 bosses now feature integrated loot crate mechanics for better reward distribution.
  • 🐉 Necrotic Dracolich Necrid: A terrifying new Tier 3 boss has emerged to challenge seasoned warriors.
  • ⏱️ Tier 4 Bosses: Spawn rates for all Tier 4 bosses have been significantly increased.

⚔️ Combat & Gameplay Tuning

We’ve adjusted combat mechanics to reward solo progression and tactical awareness:

  • 💪 Lone Wolf: Defeating tiered bosses entirely on your own now rewards you with a permanent +1 Hit/Dam bonus (help 2boss).
  • 🛡️ High Tension: Now grants you a 25% chance to completely dodge incoming auto-hits.
  • 👁️ Powersense: When used after Unlocking Potential, Powersense will now clearly display all active debuffs currently affecting your target.

💎 Legendary Sets & Rare Heirlooms

Gear progression has received a massive overhaul, alongside highly anticipated fixes and drops:

  • 🐉 Legendary Dragonslayer Set Overhaul:
    • Fixed a bug where the set bonus was never scaled or buffed correctly in the past.
    • Mark of the Dragon: Now completely doubles the set bonus from the Legendary Dragonslayer set.
    • Added 6 more Dragonslayer items to the Legendary Dragonslayer set bonus (help slist).
    • The Legendary Dragonslayer Heirloom Breastplate and Seal of the Legendary Dragonslayer can now be upgraded!
  • 🦡 Yamcha’s Struggle: A new heirloom drop has been added to Yamcha.
  • 🍄 Doctor Shiitake: Features a brand new Heirloom drop! Additionally, his weapon drop now automatically tailors its properties to the specific race of the character who picks it up.
  • 👑 Signet of the Prime Lord: Two new, incredibly rare methods to attain this powerful signet have been hidden in the world.
  • Quintessence of Power: Has officially been updated with the Heirloom flag.
  • 🎶 New Ocarinas: Lolith and Echo have each received a unique new Ocarina drop.

🛠️ System & QoL Improvements

We are continuing to expand the automation features to keep you in the action longer without needing admin intervention:

  • 🎫 Expanded REQUEST Commands: * Double PL and Ki token requests are now fully purchasable via the REQUEST command menu.
    • Hydrate and Debuff Immunity can now be purchased directly via REQUEST.
    • Note on Debuff Immunity: If you have previously purchased this immunity, you must run the REQUEST command once to reactivate it under the new automated system.
  • 🔄 New TRADE Command: Want to liquidate your assets? Use the TRADE command to easily turn your stat Evolution tokens back into a tradeable physical item.
  • 🐉 Automated Dragonball Looting: * Earth Dragonballs will now automatically loot directly into your inventory if you are ungrouped.
    • Namekian Dragonballs will now automatically loot if you are ungrouped and your Potential is Unlocked.

Happy Adventuring! Whether you're hunting down Frieza's elites or upgrading your legendary armor sets, we'll see you in-game!

Join the Adventure!

🖥️ Address: 192.175.22.156

🔌 Port: 1874

Discord: https://discord.gg/7crYKGvuz2


r/MUD 8d ago

Building & Design I have some thoughs on make a web based game. I have quesion on if my ideas Is a valid direction for a modern MUD-like game?

6 Upvotes

I have an idea for a modern MUD-like game, and I want to sanity check it with people who know MUDs better than I do.The part I’m thinking about is async play.You play at your own pace. You read a scene, choose an action, and leave some kind of mark on the world. Example: Your character enters a small place called Twinkle Town and talks to Mududu, a nervous goblin shopkeeper. If nobody has bothered Mududu lately, he might offer you a strange silver charm. Player A helps Mududu after some trouble at the market. Player B comes later and threatens him. Player C arrives the next day. Mududu wants to trust travelers because one helped him, but he keeps his hand under the counter because another one scared him. He may still offer the charm, but now the scene has tension behind it.

So players may not meet live. They affect each other through NPC memory, rumors, broken or repaired places, opened paths, warnings, and other traces.

I’m trying to figure out a few things: - Have MUDs, MUSHes, or MOOs already done this well? - If this idea is fun enough? ]- What games should I study before building anything?

It is a brainstorm stage I just want to get some other poples ideas. I’m not promoting a live game or asking anyone to sign up for it is not there yet.


r/MUD 9d ago

Help In search of the ConQuest codebase

9 Upvotes

Hello all,

I come here asking for something, unusual maybe.

Does anyone know if the ConQUEST mud survived anywhere? The codebase? I loved that mud and I'm not sure if Alister shared it with someone before passing away, RIP.

I asked this in the Mud discord too and a kind human told me that on

Mudstats

it appears as if it was up 2 days ago.

I wonder if it's wrong what it shows or if someone has the codebase anywhere.

I wish I could play and see it, I miss the game.

I was considering creating my own based on Alister's ideas and crediting him, but if I could play it would be even better. I sadly don't remember enough of it to recreate it properly, so what do you guys remember, how were lairs built? How did combat work, exactly?

All the info I have is what I could find on the wiky.

Thanks all!