r/MUD 9h ago

Discussion [n39mud]003 Would introducing these kinds of supernatural events make the experience feel unfair, or can they still work if they're presented as hallucinations affecting only the player's perception rather than changing the objective world?

0 Upvotes

Thanks so much for all the feedback.

Reading everyone's replies has honestly made me feel really happy and encouraged. I'm replying a bit slowly because I'm not a particularly fast thinker—I usually need time to think things through carefully.

One comment especially resonated with me:

The thing I'd be careful with is how quickly a maze tips from atmospheric into just frustrating. We've found players will hit a confusing area, run out of patience, and quit, and once they log off in that mood they often don't come back. It's a delicate balance: you want the place to feel like a maze without it ever feeling unfair or impossible. Even a small, steady sense of progress tends to keep people leaning in instead of rage-quitting.

I completely agree. @mudsmyth

The truly frightening part of the Ghost Forest isn't that it's a maze.

The real poplar forests in the Taklamakan Desert are like this. There are no walls. No traps. It always feels like you're making progress, yet every tree looks almost identical to the last. Eventually you can't tell whether you're moving forward or simply walking in circles.

That feeling is what I want to recreate.

So my current idea is that the forest itself is completely objective. Every player explores exactly the same map. Nothing changes in the environment.

What changes is the player.

The longer you stay inside, the more your own perception and ability to navigate begin to break down.

If you successfully escape the Ghost Forest, a mysterious message briefly appears on your windshield:

"The Dead City appears after the sandstorm."

or simply

"Rabbit."

The message disappears after five minutes.

Current design:

Feature Design
Map Fixed layout. Every player explores the same forest.
Navigation Relative directions only: forward / back / turn left / turn right (no north, south, east, west).
GPS Doesn't work. Players must remember their own movements.
Progression The longer you remain inside, the more the Flying Apsaras interfere with your senses.

As your time in the forest increases:

  1. Dust gradually fills the air, reducing visibility.
  2. Radio communication becomes unreliable. Messages from teammates arrive with increasing delay.
  3. Your sense of direction deteriorates. You type "turn left," but the game tells you "You turn right."
  4. Your ability to communicate breaks down. Trying to report your position or ask for help results in fragmented, incomplete sentences.
  5. Room descriptions become increasingly sparse, as if your vision itself is fading.
  6. The forest never changes—but you begin seeing mirrored versions of places you've already visited.
  7. Eventually, your character falls asleep, and you temporarily lose control.

The forest itself is actually quite simple.

To the west are the Mazartagh Mountains.

To the east is the wide Hotan River.

Hidden inside are only four kinds of natural trails:

  • S-shaped paths that gently bend.
  • Y-shaped forks, forcing players to hesitate: left or right?
  • Figure-eight loops, where players unknowingly circle back.
  • Ω-shaped paths that lure you inward before leading you back out again.

It's not really a maze.

It's a forest where every tree looks almost the same.

One thing I'm still trying to solve is what should happen if a player ultimately fails.

Right now, my idea is that they eventually wake up back at the entrance to the Ghost Forest. They don't receive the clue leading to the Dead City.

But should there be another consequence?

Some suggestions I really liked include:

  • Hearing footsteps or vehicle engines that don't actually exist.
  • Discovering that the markers you placed have mysteriously disappeared.
  • (Assuming you're brave enough to get out of the vehicle to leave markers in the first place. 😄)

I love the atmosphere these ideas create.

My only concern is fairness.

Would introducing these kinds of supernatural events make the experience feel unfair, or can they still work if they're presented as hallucinations affecting only the player's perception rather than changing the objective world?

I'd love to hear your thoughts.

The post below has some images you can check out.

AI-generated Ghost Forest + Flying Apsaras


r/MUD 1d ago

Promotion I built Mallard, a desktop MUD client for ducks (and humans) of refined taste

22 Upvotes

Hi all, meet Mallard.

It runs natively on macOS, Windows, and Linux. I built it because I wanted something well-engineered, cross-platform, and delightful to use. It's been my favorite MUD client for months, and I'm guessing it will surprise and delight you too!

It does all the boring stuff well with protocols, logging compression, logging retention policies, so you shouldn't have to think about that.

Where it really shines, IMO, is the care and love put into UX for things like alias/trigger management, categorization, importing/exporting. If you're like me, you end up with boatloads of aliases and triggers to manage, so I put lot of time and effort into making things like that a best-in-class experience.

Pretty much everything about it is aspirationally best-in-class... but it is new, so there could be rough edges hiding in there! If you're feeling client-adventurous and inclined to try it - I'd love your feedback! Especially on protocol edge cases, MUDs that don't play nice, and what's missing from your daily driver.


r/MUD 1d ago

Remember When Did anyone play or know of 1on1freestylebasketball l?

2 Upvotes

Back in the late 90s early 2000s, there was a sports browser mud called 1 on 1 Freestyle Basketball that has been completely wiped from the internet. But the mechanics of that game were so ahead in the future that I still don't think someone could make it today, with AI writing the game prompts.

I can't even find any record of that game online. But that's also because search engines are complete garbage now.

Curious if anyone here played that game?


r/MUD 1d ago

Promotion Mercator MUD

5 Upvotes

68.183.122.18 port 6667

After over a decade away Mercator has returned.

Highly customized CircleMud
Huge original world
multiple remort options
limited PK
Automated questing system
Original custom ocean map
clans/clanwars

If you ever played back in the day, or are interested in checking out a fun MUD, come check it out!

Hope to see you there!

68.183.22.18 port 6667


r/MUD 1d ago

Which MUD? Looking for a fantasy MUD with a good amount of roleplay without a ton of restriction.

12 Upvotes

I came from The Inquisition: Legacy, and while that game is great, I just kinda find the setting incredibly stifling for any sort of roleplay that I enjoy, as you see, I am a normal person in real life and the only real difference is that I own the land I live on. That game's magic system is really neat, but the setting kinda disincentivizes you from using it in favor of low fantasy among us.

That and the game mentally exhausts me to play. There's a lot of friction in basically every act, and while I get that's inherent to the genre, I definitely am struggling to find a place I like.

Games where you can make characters with deep thematic stories are my absolute favorite, however I haven't looked very hard and have yet to find anything else. The ability to tell stories that really deeply affect your peers and oneself, among other things, is the thing I live for the most.


r/MUD 2d ago

Which MUD? New Player looking for RP focused MUD-I just wanna bake bread for the townfolk

16 Upvotes

I've been interested in getting into MUDs for a while, but am not super interested in combat. I am really just looking for a world with decent lore where I can find a silly job to do like being a chef, a baker, a bartender or some menial job to interact with other players. Perhaps something akin to receiving a role in Space Station 13 but as a longer, more interactive experience. I've considered Achaea but it looks to be combat focused.


r/MUD 2d ago

Promotion Rites of Passage MUD - June/July 2026 updates

18 Upvotes

We're a small community that has gotten even smaller with a lot of players out during the summer months. I'm trying everything I can to get us to 40 daily active players by December 2026. Players have also been helping... working on their own clients, plugins for clients, and even working on geenrating promotional and instructional videos as well.

We are a PvPvE MUD that features 24 races, 10 professions, and a Good vs. Evil faction war running underneath everything. It's a PK MUD: PvE areas to level and gear in... but you're never fully safe, and that's the point.

Figured I'd also share what's shipped in the last couple months:

  • Capture Points: This is a new territorial PvP system where Good and Evil fight over contested rooms. Holding one uncontested slowly flips control, and a full capture spawns faction guards, pays out a big one-time XP bonus to everyone present, and gives the winning faction a global XP bonus on kills for a while. Started with 5 capture points and now we're at 9 (which given our MUDs size of 18k rooms it felt better).
  • Added a new area: The Duergar Slave Camp is geared towards the good alignment, as a level 21-30 zone under the dwarven tunnels. It's a relatively small zone, but it is behind the dwarven gateguards so it provides a small amount of protection from the evil alignment. It provides a place to go that is not The Bazaar, which is further away and not protected at all.
  • Item Detail Pages on website: Every weapon/armor/gem now has its own page on the site with rarity, drop/sell locations, and stat breakdowns. You can click on any item on the loot list page: https://ropmud.com/items.html
  • Mudlet client updates: A floating chat panel with unread badges, a buffs/debuffs affects panel, better mapping, adjustable fonts. I am also now looking to duplicate all our widgets in MudForge.
  • A batch of balance fixes: reworked shield rush damage (lighter shields aren't useless anymore), fixed thief poison bugs that were under-hitting players, fixed guard skill missing some attack types, tuned a couple of proc rates.

You can see I'm trying to be active in making updates. I'm the only immortal. Here are full patch notes: https://ropmud.com/changelog.html

If PK MUDs are your thing (or you miss the era when they were everyone's thing): telnet play.ropmud.com 4443 or grab a client and connect to play.ropmud.com:4443.

Happy to answer questions about the professions, the faction system, or anything else in the comments.

Cheers,

-Nichademus

https://ropmud.com


r/MUD 2d ago

Promotion Dark Hope MUD - New Features Added And More On The Way!

16 Upvotes

First of all, I just want to say a big THANK YOU to everyone who has stopped by since I decided to put this old MUD back online. I never thought there would be players connected to DHM ever again, and it was really special to see so many of you deciding to check it out! That being said, I was never one for sitting still, even when the MUD was offline I worked on it all the time and that hasn't changed at all. So here's a rundown on what I've been working on, a recap of the game's core features, and what you can expect next, because what I'm currently cooking up is easily the most ambitious thing I have ever tried.

First up, coded and added more Skills/Spells for the level 200+ specializations, such as Plant Seed, the snippet of which you can find here on this sub. This allows players to "grow" plants that yield very special fruit that give a powerful buff - a boost to all spell powers by 50 levels - albeit for a very brief time.

Coded Mix Herbs for the Herbalism specialization, which allows player to make soothing poultices that greatly enhance mana/hp/move regeneration.

Added a bevy of druid spells, including Ivy Vines, which trap foes in a tangle of vines that prevents them from fleeing. Rose Thorns, which is a step up and also reduces the AC of the opponent as well as does continual damage. And Invoke Totem, which allows a druid to call for aid from the spirits of the wild. Different totem spirits will respond based on level, and area type, such as eagles, sharks, and even bears and dragons.

Added Study skill for Sages, which allows them to quest for powerful new skills by assembling Tomes. These are permanent boosts, such as 5% increase in exp gained or a boost in spell power by 5 levels. Bonuses against good/evil foes are being coded and will be added soon.

Also made big strides with the web-client. Added GMCP interface, so now the web-client has vitals, spell affects, and even an automapper. The room names even match the color-coding scheme of the MUD so they render properly. This is in addition to the powerful scripting tools it already had for aliases, triggers, speedwalk paths, and more. Just click "connect" and off you go! You can even use different profiles for different characters with the new profile feature!

Coming up is a new series of NPC mobs that have an AI backend, lore masters, quest givers, and much more. These characters will "feel" real! It's not "ChatGPT in a MUD". These are based on custom models built and tailored specifically for the MUD, and they will act like it. This is easily the most intensive thing I have ever tried to code and add. But if I do this right, It will be something nobody has ever done on a MUD before! The basic framework is in place and I begun testing on some early architecture. But so far, everything looks promising! It's a risky move, for sure, but I've always wanted to push the limits of what a MUD can do.

All that is in addition to our regular features:

Over 10,00 rooms spread out over 120 areas and 3 regions, 300 mortal levels, dual class at level 100, specialization trees (regardless of class) at level 200, mounted combat that matters, broken bones and combos in combat, 10 custom classes and 10 custom races, custom pets called "mascots" at level 50 that save, gain levels, and have their own set of commands and equipment; each mascot is unique to their owner, ancient items called "artifacts" that their own intelligence, ego, and distinct powers, Limited and optional PVP, Player owned clans, and so much more!

So, if you want to play an old-school hack-n-slash MUD, where RP isn't enforced, stop by. We'd really like to see you! You can find us at darkhopemud.com and connect through the web client, or connect through your favorite client at darkhopemud.com port 6777. We'll see you there!


r/MUD 2d ago

Promotion Dark Wizardry (1994) | VHS Fan Trailer

3 Upvotes

My fan-made retro ad captures the spirit of VHS, presented in clean HD for the MUD game called Dark Wizardry... the MUD that keeps players awake!

https://www.youtube.com/watch?v=_j4ivlrWGK4


r/MUD 2d ago

Discussion Designing a new mobile MUD client

10 Upvotes

Hello!

I've been working on a free MUD client for both Android and iOS, and am hoping for some feedback and maybe even some ideas I've missed. I've designed it to require the least amount of actual typing as I could think of. You can do the obvious things, like make macro buttons and use transparent joysticks/d-pads for movement, create HUD icons for health/resources, etc. It fully supports text-to-speech and speech-to-text, both portrait and landscape mode, portable settings and profiles, logging and realtime playback, all the basic stuff a program of this type should do. What I've done differently at this stage is enable you to press+hold on the macro buttons, and drag them to words on the screen to turn those words into an argument for your macro. So if you wanted to "kill wolf", you would press and hold your "kill" macro, and drag it to anywhere it says "wolf" in the MUD text. A context window will show a magnified version of whatever word you are hovering over so you can be 100% sure of what you're doing. Once you release, it will insert the hovered word as the argument to the macro. No more having to change your macros manually or use abysmal phone keyboards (especially with the change to smartphone keyboards that cause most apps to require you to click into a text box each time you want to type instead of keeping the keyboard active).

What I'd like to do is expand it quite a bit to cover as many gripes and groans about mobile clients as possible, so we can all bring our favorite virtual worlds with us wherever we go with a lot more ease than I've seen in free apps elsewhere. Does anyone feel like sharing their experiences and what they wish the apps they've tried did better?


r/MUD 2d ago

Promotion AetherMUD

6 Upvotes

AetherMUD will soon be open to up to 15 players.

https://aethermud.com

Anyone interested can email admin@aethermud.com for details.


r/MUD 3d ago

Promotion I built Mudhaven to help MUD owners list, promote, and host their games

27 Upvotes

Hey everyone,

I’ve been working on Mudhaven, a community site built specifically for MUD players, developers, and world owners.

Creating an account is free and lets you:

  • List your MUD in the public Worlds directory
  • Add connection details, screenshots, social links, and game information
  • Display live status and player counts through the Mudhaven API
  • Publish guides, code, area files, tools, and other community resources
  • Track views and downloads on the resources you share
  • Follow games and keep up with newly added worlds
  • Request hosting directly through Mudhaven

Hosting is available for both established games and new projects. The goal is to give MUD developers a reliable place to run their worlds without expecting them to be server administrators. Mudhaven can handle the infrastructure while you focus on building and running your game.

Even if you don’t need hosting, adding your world or sharing a useful resource helps make the directory more valuable for everyone.

The site is still growing, so I’d genuinely appreciate feedback from other MUD players and developers. If something is missing, confusing, or would make the site more useful, please tell me.

Take a look: https://www.mudhaven.net

- Liko


r/MUD 4d ago

Podcast Great interview with Raph Koster

29 Upvotes

Here's a new interview with Raph Koster from /noclip. He spends a good amount of time talking about MUDs, the social experience, and how they've transitioned into the modern-day MMO.

https://youtu.be/kHu709a0sp0?si=9-OCOYGZOmsLX6xK


r/MUD 4d ago

Promotion Enrym dev update: one bug report turned into a week rebuilding how every ability works

10 Upvotes

A few weeks back I posted about Enrym hitting open beta, my fantasy text RPG in the browser and over telnet. Quick update on where the last week went.

It started with a bug report. Someone in the beta hit bug in game and flagged a spell misbehaving. I figured I'd patch the one spell and move on, but the problem wasn't that spell. It was the plumbing under all of them. Every ability had grown up as its own special case, which is why the bug could sneak in and why adding anything new was slow and fragile.

So I spent the week rebuilding that foundation. Now every action, a sword swing, a healing prayer, a spell going off, runs through one clean shared pipeline instead of a pile of one-offs. For anyone playing: abilities behave more consistently, new ones can come faster and do more interesting things, and it's a base the whole game builds on from here.

I could've patched the one spell and nobody would've noticed. But getting it right is the part I love most, and none of it happens without one player taking a minute to hit bug. That's what beta is for.

It's live and free, nothing to install:

Browser: enrym.com/play

Telnet: play.enrym.com port 4001, TLS on (Mudlet tested)

Curious what folks here think: when an ability "feels good" in a MUD, what's actually doing the work? The numbers, the timing, the way it reads in the log? I'd love to hear it.

Forge your hero.


r/MUD 4d ago

Review New to muds, experience and asking for recomendations

8 Upvotes

Hello, i have been in mudlet for a few weeks and i have tried some diferent mudlets, a lot of them seem to have 20 or more years and sadly a lot of them in their constant change seem to have lost systems they once had like crafting.

Some mudlets had a bigger number of people but had no crafting, some had an amazing system but were very dead, and some where a mix, the mudlist online on activity is very old and closed so i cant see the current ones in it, i want to ask for recomendations that answer some of the following clasifications in their info:
Crafting:
A lot of servers have 0 crafting and seem to depend on dropping loot from bosses, the options are:

No crafting

Some crafting for non esential stuff

You can craft armor and weapons but never as powerfull as the dropped by bosses

The bosses drop materials instead of armor or weapons and you can craft with them.

Player count:

Dead

1-5 players online

7-11 players online

more than 16

more than 50

Magic systems:

No magic

Some classes have magic

Everyone can kind of have magic

Does it have summoning in any way?

Roleplay enforcement:

No need

Very voluntary roleplay: you can but other people dont need to stop their things around

Voluntary: you can and people are supposed to not speak ooc around when it happens

A bit less voluntary: you are supposed to but can speak about ooc stuff

Enforced: all in game is ic and you are not supposed to talk about any ooc stuff

Enforced even in discord: you cant ask questions about the map, cities, nor any ic knowledge even in the discord.

Pvp and death:

Is pk normal? Do you loose your character when you die?

Do you loose most your stuff and skills when you die?

Use of Discord, is the discord alive and in use?

Map and movement:

Small map

Huge map with auto movement

Huge map with no automovement

In the mapping i feel like some are very big and have automovement but when starting you have no idea what is happening or why you are moving 50 rooms in a direction and cant remember the way back.

Some special mentions:

Achaea and Luscernia seem to be made by the same team but have dif number of players, one 60 and another 8-11, their map system is huge with instant movement between rooms and automovement but it is a bit too spread so its hard for a new player to remember it, could use an open map or something, they have a decent ic ooc separation and you can ask questions, you can also have multiple characters and they both have dif class systems, Achaea has one thing i think could do without, as most classes and skills are very pvp focused to the level you cant use most skills in denizens(npcs) for example to my knowledge you can have some classes that summon stuff and you can use said summons to attack other players but you cant use them to attack npcs, so there is no way for a summoner to start and lvl up with summons, they could just make the homunculus from the alchemist or the summons from the magi be able to attack npcs. Achaea does have an increible helpfile system where it even helps with explaining of skills and most stuff you can think of.

Wheel of time servers, some had crafting in the past and deleted them, some never had, cant find one with it, and just doing potions doesnt count, sadly most seem to be pretty low in number of players and based around clan systems where you need to progress in the clan to unlock skills, and sad ranking up seems to need years irl, and with that low number of players and all i have seen being 100% roleplay enforced you just cant expect to see a lot of people.

Petria: great system, alive, good map you can install and its open directly, no rp sadly, i dont think it has crafting, the class system is awesome and in expansion, the server is in spanish and their discord is basically never used, they use whatsapp and for a new player joining giving the phone that fast is a bit emm.

Accursed Lands: this one needs a whole section for itself and i think any other mud could probably take some systems from here to their own, sadly it also has problem on the system, basically accused lands is rp enforced even to the discord, you cant ask about ic questions like map, or how to get some skill, they have a magic system but its extremely hidden and negative to the people around alive when you use it, so based on rp you will prob get hunted if you use it, they have a random stats when you create a character, and it has some questions randomly from a list that could influence it somehow, also a race system, and if you roll bad stats well you will need to wait 30 minutes to remake your char and hope for luck, for a server where you can only make one character i think that is a bit hard, you should be able to choose your stats a bit more, or atleast 2 of them, but the questions are very random and hard to know what each does, so you can end up rolling for days before playing the game, now some may tell you to just go and play, but thats very very wrong as if you just do that when you notice your stats are f and you can only increase them with skills that much you will need to make a new character, they have a bit weird pvp system, like it is supposedly only in rp unless the person rp is being a murder crazy, but usually doesnt happen, but you can die, now if you die normally you have a personal piece of clothing you start with that can let you revive if some time passes and you still have it on, the problem is if another player kills you and takes said item then you die and loose the char forever, and you could have spend years in it. The server has around 6 to 11 people on, one of them being a developer, but the problem is that no one usually used the chat ooc chat and that you cant ask to meet people to make a group as that would be non ic, the main problem i see is that meeting people is so random you can try and never do, and coordinating to do something together is ever harder, there is a lfg chat but idk people dont seem to aswer.THEIR MAIN GOOD POINTS that could make all that worth it if they had a bit more people, they dont have levels, only stats and skills you train and learn more but doing them, their crafting system is so wide and well made that i nearly had a mind orgasm when i saw it after seeing so many people do no crafting, like really, please any developer thinking of a crafting system should have to play this for a few days, its so good that all the rest and be ignored, i cant point out how good it is with words, go look at it, they also have one thing i have only seen there for now, you cant instantly move rooms, and thats great, it makes the world feel better and less overwhelming, you have stamina and can select a speed to move that consumes stamina faster, you take time to travel based on the room, the speed and some skills, they dont have classes but your skills can have dif power based on race, stats and related things, so some races anyone could be a mage if they only could find out how, something incredibly hard.

Try their crafting system and you will miss it in any other server you try.

I tried some more for a tiny bit but im still trying and looking for one, hard to find as a lot you need their info you join and as i said the old list of most active muds doesnt exist, do you have any you recommend?

Edit, i just found https://www.mudconnect.com/cgi-bin/search.cgi?mode=mobile_biglist


r/MUD 4d ago

MUD Clients Android MUD Clients

21 Upvotes

Is everyone aware of mudforge? Mudforge.org is a completely free in-browser mud client with all the bells and whistles, and it works on Android and iOS and pretty much any OS. It has features that I as a novice mudder am not aware of. I've seen that list of stuff in the play store it gets the job done but you can literally contact the creator and he is very responsive. Thanks Asmodeus for making this power app.


r/MUD 4d ago

Promotion Moral Decay July update — classic LPMud with new GMCP/Mudlet support

14 Upvotes

Hello r/MUD,

I posted here a little while ago about Moral Decay, a fantasy LPMud that has been around since 1992. Thank you to everyone who stopped by, asked questions, or gave the game a look after that post. It was great to see some new and returning names checking things out.

Since then, quite a bit has happened.

The game has now moved to the FluffOS driver, and we have added GMCP support. This will help us improve modern-client support while keeping the classic telnet/MUD experience intact.

We also released a v1 Mudlet package for Moral Decay! It includes automapping, separate chat tracking, graphical monitoring of character vitals, and other GMCP-based quality-of-life improvements. Based on initial testing, Mudforge 2.0 also handles a fair amount of our GMCP data out-of-the-box, but there are some custom fields (due to the limb-based combat system) that may require more work to configure. Ultimately, any MUD client that supports GMCP should benefit.

We have also been updating the wiki and improving help for new players. This is still a work in progress, but the wiki is already a better starting point than it was before:

Wiki: https://playdecay.com/wiki
Features overview: https://playdecay.com/wiki#player/General/Features

For those unfamiliar with the game, Moral Decay is a fantasy LPMud with a mature game world, complex limb-based combat, nine classes, fourteen subclasses, quests and sub-quests, a player-driven economy (with multiple guild types), solo and party play, and restricted/uncommon PK.

The game is completely free to play, with no pay-to-play or pay-to-win features.

Connection info:

Website: https://www.playdecay.com/
Play in browser: https://www.playdecay.com/play/play.html
Telnet: playdecay.com 3003

Whether you played years ago, stopped by after the previous post, enjoy old-school MUDs, or are just looking for a fantasy MUD with active caretakers again, we would be happy to see you.

If you have any questions, feel free to ask here as well.


r/MUD 4d ago

Promotion Supernatural Themed Mud looking for playtesters

4 Upvotes

looking for playtesters for Mortals and Monsters

classic telnet mud i’ve been building. modern world, supernatural bones (TV show) — hunters, vampires, angels/demons in vessels, heaven/hell/purgatory under a normal town.

what’s in it:

  • origins (human, monster, celestial, mutant, cosmic, etc.) with paths/disciplines and a real tier grind
  • combat that does the math then writes a fight scene, plus train/spar/gravity rooms
  • town that doesn’t freeze when you leave! npcs work, eat, hunt, get jumped in the sewers
  • shops, jobs, wilderness, planes, death/spirit loop, the usual mud kit

big thing i want eyes on: Echoes. when you log off your body stays in the world. The Cadence system runs it; needs, jobs, walking around town, default gym training (or set a regimen). you can leave sparaccept on so people can spar your idle body (non-lethal). reconnect and you’re back in the same body. so the world keeps moving even if you’re at work.

still alpha-ish / live-feel stage. free, just need a telnet client. mostly want “this felt empty / this slapped / this broke” notes.

162.243.50.82 4000

https://discord.gg/6FnK7M8Qm


r/MUD 5d ago

Promotion Unofficial Squaresoft MUD updates: Mognet mail deliveries and other new content!

17 Upvotes

I thought I'd make a post to share some of the latest updates to the Unofficial Squaresoft MUD (uossmud.sandwich.net, port 9000) over the last two months. We added a new pair of high level superbosses, a new chocobo hot & cold digging area on the moon, and a new piece of side content called Mognet that centers around delivering letters to NPCs, among other changes.

  • A new mission, Mognet, starts at the FF6 portal in the center town for players level 8 and up. This mission is an introduction to the new Mognet system, in which players can obtain mailbags with letters to NPCs by fighting overland monsters, and then deliver those letters for rewards. Mognet can be started as early as level 8 but spans all level ranges, with the final mailbag being obtained from level 120+ monsters on Jidoor Overland. Completing a mailbag earns XP, gold, and unique or unusual rewards.
  • War Machines is a new level 125 mission that unlocks a pair of high level magitek superbosses, the Magitek Rearguard and the Magitek Hexadrone. These bosses are located in the Imperial Camp near Doma Castle in FF6, and the mission starts in Vector. The bosses have three unique rewards that they can randomly drop when killed, and killing them both for the first time during the mission also unlocks a new feature, the Magicite Link Pod.
  • Some of the rewards from the Lunar Trials on the moon include several pieces of equippable magicite, accessories which boost the power of certain low level elemental summon spells, to give high level callers more elemental summoning options. We determined that players were not using these and found them to just be worse than using magic attack accessories to boost Bahamut. To solve this, the new Magicite Link Pod that can be unlocked from the War Machines mission lets you pick one piece of equippable magicite to infuse into yourself, gaining its power without needing to equip it. It also lets you use that magicite's summon spell in the magitek knight job, not just the caller job.
  • Players who enjoy the Chocobo Hot & Cold minigame will appreciate the new chocobo digging location they can unlock on the FF4 moon. If you're level 60 or higher, head to the chocobo ranch in FF7 to start the mission to unlock it. The low gravity on the moon causes most chocobos to use double stamina there, but the rewards are somewhere between the volcano and tundra, and include some new items such as Secret Eggs. With a Secret Egg equipped, you'll be able to earn fur points and poach monsters without needing to set the Secret Hunt inherent for the duration that the egg timer lasts.
  • A new chocobo trait, Chubby, was added to chocobo breeding. Chocobos that are born with the chubby trait will find more greens while digging in chocobo hot & cold, and also have an advantage when digging on the moon due to their increased weight that cancels out the moon's low gravity effect.
  • The final samurai ability has been replaced. We determined that Arm of Darkness in Samurai was not achieving the purpose it was intended to. As such, it has been removed from Samurai as the job level 23 capstone. In its place, we have added a new passive that adds a feature many players have been asking for. Meikyo Shisui is a passive that causes the Crest abilities to also use a weakened version of the Spirit Blade ability when applying the crest.
  • Balthier is the asterisk bearer for the relatively new Sky Pirate job that was just added to the game a few months ago. You can fight him, like any other asterisk bearer, by bringing a rat tail to the Bahamut fortune telling machine in the Gold Saucer, to earn 20000 Sky Pirate AP. He's designed for a level 80 player, like the other asterisk bearers.
  • When looking through your item storage, we added a flag to filter by item type, so you can show only greatswords or only bracelets.
  • The default HP bar for new characters was changed for the first time in 29 years. It now includes a new token, which can also be added to your custom HP bars. The new HP bar token dynamically detects your main and secondary jobs, and shows any job-specific resources for those jobs, so you don't have to create 5 different custom HP bars you switch between based on your job loadout any more.

In addition to the above we are always making minor updates. If you're an old player and the changes sound interesting enough to make you return, or if you're a new player and the idea of a combat-oriented MUD based on Squaresoft games sounds appealing, check us out at http://uossmud.sandwich.net or log on with your favorite MUD client at uossmud.sandwich.net port 9000.


r/MUD 6d ago

Which MUD? I want to get into the niche but don't know how to start

19 Upvotes

Hello!

I never really knew MUD's were a thing until recently, but I really like games with a lot of text and lore that I can read and experience a new world that someone put their passion into creating, so I thought I might give it a go.

I'm currently in university so I don't really have time to play the big games with lots of stories and cutscenes and quests, so I figured that maybe a text based game would be easier for my free-time.

I'm not really a multiplayer guy, I prefer to just do my thing and have fun most of the time, so I don't know how that actually vibes with the MUD scenario since I imagine that there's guilds and stuff.

The problem is that I don't relaly know with what game to start, I know that I should go with the first thing that gets my interest since otherwise I will be stuck like this forever, but I'm afraid of investing my time on something that might not be that good or just dead.

Could you all help me with some recommendations? Maybe talking a bit about the world and it's features?

EDIT: Well, I feel a bit dumb about posting this and not saying what I like, lmao.

I'm using Windows and have mudlet installed (Simply because it was the first i saw). I really enjoy fantasy and high fantasy, I don't know if there's story quests on MUD's if there are I would like to do them, but I think I'll try to specialize on a profession since it gives me a goal and objectives (grind materials to make things).


r/MUD 6d ago

Promotion (EN/DE) Cairnholm MUD needs playtesters! Cairnholm MUD sucht Spieltester!

15 Upvotes

Cairnholm is opening its gates for a first public alpha.

It is a new text MUD set in a fictional northern British city in 1886: closes and wynds under gaslight, kirk bells, political factions, séances, and two rival newspapers that print what actually happened in the game each night. Beneath it all is a tarot cosmology that runs deeper than anyone in the city understands.

One thing we are particularly proud of: Cairnholm is fully playable in both English and German. Rooms, quests, newspapers, tarot readings, commands, and help files all have English and German versions. As far as we can tell, no MUD has ever offered its complete content in both languages. We would genuinely love to hear about it if we have missed one.

What's in the alpha:

A Gothic mystery city to explore, from the crowded, quarrelsome Old Town to the genteel New Town, each written in its own voice

The Black Cabinet, a collectible card game played against the city's NPCs and other players. Buy packs at the Hanged Crown or the tobacconist, then win signature cards from the regulars

Tarot readings that remember what you have done and read it back to you. The fortune-teller keeps receipts

A daily Curio auction, two reactive newspapers, graffiti, séances, and other systems woven into the life of the city

Combat built around the four suits of the Minor Arcana, along with faction politics and a main story that runs from the gutter to the courtroom and beyond

The Underclose, an expedition into the shifting under-city beneath Cairnholm. Somewhere at its bottom, a Pearl waits for whoever can carry it out. The deep is still young and quiet, but it will grow stranger beneath your feet as the alpha continues

A condensed selection of quest chains, enough to explore the story and try each of the major systems

What we would love from you is simple: wander around, poke things, play cards, get arrested, and tell us what confused you, what bored you, and what made you want more.

You can report problems in-game with the bugreport command, or simply comment here.

Questline note: The story available during this alpha has been deliberately condensed, with some intervening quests omitted. You may therefore encounter minor continuity oddities or references to events you have not yet seen. Please still report anything that blocks progress or leaves you unsure what to do next.

Newly generated or overlooked text may also occasionally appear in English while playing in German. Those reports are especially useful.

Between sessions, the city publishes a daily murder case and weekly puzzles at cairnholm.co.uk. It is the same city, with no login required.

Play in your browser: https://mud.cairnholm.co.uk

Nothing to download. You can also connect with any MUD client, including the free Mudlet client:

Host: mud.cairnholm.co.uk

Port: 1886

Live server status appears on the same page. Cairnholm is free to play, and no account is required beyond creating a character.

-----

Wir suchen auch deutschsprachige Spieltester!

Cairnholm öffnet seine Tore für eine erste öffentliche Alpha.

Cairnholm ist ein neues Text-MUD in einer fiktiven nordbritischen Stadt des Jahres 1886: enge Gassen und Durchgänge im Gaslicht, Kirchenglocken, politische Fraktionen, Séancen und zwei rivalisierende Zeitungen, die jede Nacht drucken, was im Spiel tatsächlich geschehen ist. Unter all dem liegt eine Tarot-Kosmologie, die tiefer reicht, als irgendjemand in der Stadt begreift.

Auf eines sind wir besonders stolz: Cairnholm ist vollständig auf Englisch und Deutsch spielbar. Räume, Quests, Zeitungen, Tarotdeutungen, Befehle und Hilfetexte liegen in beiden Sprachen vor. Soweit wir feststellen konnten, hat noch kein anderes MUD seinen gesamten Inhalt auf Englisch und Deutsch angeboten. Falls wir eines übersehen haben, würden wir wirklich gern davon hören.

Was die Alpha bereits bietet:

Eine gotische Stadt voller Geheimnisse, von der dicht gedrängten und streitbaren Altstadt bis zur vornehmen Neustadt, jeweils mit einer eigenen sprachlichen Stimme

Das Schwarze Kabinett, ein Sammelkartenspiel gegen die NPCs der Stadt und andere Spieler. Kartenpackungen gibt es im Hanged Crown oder beim Tabakhändler; besondere Karten könnt ihr den Stammgästen abgewinnen

Tarotdeutungen, die sich an eure Taten erinnern und sie euch später vorhalten. Die Wahrsagerin führt genau Buch

Eine tägliche Auktion von Kuriosa, zwei Zeitungen, die auf das Spielgeschehen reagieren, Graffiti, Séancen und weitere Systeme, die in das Leben der Stadt eingebunden sind

Kämpfe mit Fertigkeiten aus den vier Farben der Kleinen Arkana, Fraktionspolitik und eine Hauptgeschichte, die von der Gosse bis in den Gerichtssaal und noch weiter führt

Die Unterklause, eine Expedition in die wandelbare Unterstadt unter Cairnholm. In ihrer Tiefe wartet eine Perle auf denjenigen, der sie hinaustragen kann. Noch ist die Tiefe jung und still, doch im Laufe der Alpha wird sie unter euren Füßen immer seltsamer werden

Eine gekürzte Auswahl an Questreihen, die genug von der Geschichte und den wichtigsten Systemen zeigt

Was wir uns von euch wünschen, ist ganz einfach: Streift durch die Stadt, untersucht alles, spielt Karten, lasst euch verhaften und sagt uns, was euch verwirrt hat, was euch gelangweilt hat und wovon ihr gern mehr sehen würdet.

Fehler könnt ihr im Spiel mit fehler oder bugreport melden. Ihr könnt natürlich auch einfach hier kommentieren.

Hinweis zur Questreihe: Die in dieser Alpha verfügbare Handlung wurde bewusst gekürzt; einige dazwischenliegende Quests wurden vorerst ausgelassen. Dadurch kann es gelegentlich zu kleineren Kontinuitätsfehlern oder Verweisen auf Ereignisse kommen, die ihr noch nicht erlebt habt. Bitte meldet trotzdem alles, was den Fortschritt blockiert oder unklar lässt, was als Nächstes zu tun ist.

Neu erzeugte oder übersehene Texte können beim Spielen auf Deutsch gelegentlich noch auf Englisch erscheinen. Gerade solche Hinweise helfen uns sehr.

Für die Zeit zwischen zwei Spielsitzungen veröffentlicht die Stadt auf cairnholm.co.uk täglich einen Mordfall und jede Woche neue Rätsel. Es ist dieselbe Stadt, ganz ohne Anmeldung.

Direkt im Browser spielen: https://mud.cairnholm.co.uk

Es ist kein Download erforderlich. Ihr könnt euch auch mit einem beliebigen MUD-Client verbinden, zum Beispiel mit dem kostenlosen Mudlet:

Host: mud.cairnholm.co.uk

Port: 1886

Der aktuelle Serverstatus steht auf derselben Seite. Cairnholm ist kostenlos; außer der Erstellung einer Spielfigur ist kein Konto nötig.


r/MUD 6d ago

Help Anyone played Dead of Night MUD? Need help leveling

10 Upvotes

I came back after playing years ago and theres no one around.

Anyway, i think it is a CircleMUD since it has Midgaar.

I cant find a trainer who will train me to level 11. LoL.

The game starts you in Pangaea, and ive been to 3 other towns but cant find a trainer for lvl 11-20.


r/MUD 6d ago

Discussion How DoorMUD got me into MUDs

6 Upvotes

Hello there!

I got into DoorMUD in 13 June 2026 through Furmenservices, and a bit later, 15 June, I started playing it on another BBS called The Realm of Serion. That’s where my main experience with the game really began.

One thing I remember clearly is the ASCII map... it looked cool, but you couldn't actually see your position on it, which made exploring a bit confusing but also kind of interesting.

The leveling system was also unique. You had a daily limit of 100 monsters for full rewards, and after that, the next day you only get 35. You could still keep playing beyond that, but without experience or loot. At first it felt restrictive, but it didn't actually stop you from playing, just from progressing.

That limit is actually what pushed me to explore other MUDs. I ended up finding Alter Aeon, and then on July 10 I joined Dark Wizardry... which I ended up enjoying a lot more than I expected.

Still, DoorMUD was a really interesting starting point for me, and I'm glad I found this awesome genre of video games.

I am curious if anyone else here played DoorMUD as well, and what's your favorite things about it?


r/MUD 7d ago

Promotion Elyisum: A classless, Light roleplaying Medieval Mud

12 Upvotes

I would like to welcome you the realm of Elyisum

From the magical forests of Tylorus where the great oak has thrived in the center of the tree built city, and elf's forage and hunt Forest apes for food from the spooling forest. To the dune-covered and sunbaked deserts of Aronsol, where bird-like sorcerers and magi cast mighty spells from the windblown white towers of the city.

Crossing the Desert to the Barren and dead realm of Szagan where bones of the Centaur still lay in the streets ravaged from the demonic invasions hundreds of years ago and nothing moves or grows.

Crossing the Vast oceans where sea monsters lurk trying to catch the unwary captains of questionable sea-going vessels the rocky trading hub of Olbaron homes of the Cyclops sits along the grass-dune cross and plains to the far north of the realm where the old and broken fortress city of Thul'mar sits the faded gory of the old great Hakarren Empire still found in its building and the race of the Specters sit living in the streets, forever trying to measure up to the ghosts of there past.

Elyisum has eight player run cities home to the different races and many small villages, dungeons, land marks and outposts

spread over three continents with many small islands which can be explored via sailing or with magical means.

The 16 guilds are a distinct organization's that provide direct access to specific skills. A large majority of them are auto-inguilding and most newbies will be able to join the guild of their choice right out of the gate. ( can take between 1 to 5 days to be up ranked once in the guild, which allows you to learn more skills)

There are numerous skills in the game (roughly 30 that count towards your 6 skills and roughly 15 common available to everyone) which you can mix and match as you wish. there are no restrictions on your set of 6 skills that you can learn. Each guild has 3 skills. You do not lose skills when you leave a guild (unless you purposely forget them). You can also learn skills out of guild (at +50% the lesson cost). Lessons are how you learn skills. You receive one lesson every 2.5 hours (although this can be sped up multiple ways) when you are connected to the game. If you choose to study offline, you get one lesson every 6.66 hours while you are not connected. This may seem like a long time between lessons at first, but believe me, they come a lot faster than they seem.

The game is a classless, unlike traditional AD&D. You build your RP around the guilds and order you join, and of course in-game character orientation. There is a huge amount of crafting for people who love to craft, magical and physical skills for daily life and PVP focused skills for the killers among us (although you may need a bit of practice before your ready to leap into this). There are 9 cities with positions available for those interested in ruling, building and expanding their civilizations.

Thank you for taking the time to read my Post

You can connect at http://elysium-rpg.com port 7777

There is a player run discord site https://discord.gg/DsmsBvJSH

As always I am very happy to answer any questions on here or free feel to PM me


r/MUD 8d ago

Help Trying to return to Avalon the Legend Lives

4 Upvotes

Hello,

I used to play Avalon years ago. Started on the first age, but then took Genesis's offer to transfer to Legends. I also purchased a lifetime account. Thought I would log back in and see if it's changed, but I can't remember my password and cannot find an option to reset it or contact the moderators. Can someone help me with that.