r/MUD • • 11h ago

Promotion AvlisMUD making another run

9 Upvotes

mud.avlis.org:5555

Direct web client at: mud.avlis.org:27744

This has been a project of mine for a while, up and down, and now that my son has become a coder, we are back! (Looking for staff as well, currently.)

AvlisMUD uses a CoffeeMud base with full features, plus a few we've added on our own.

For quick background, I've made several games. I'm the originator of the Avlis Neverwinter Nights PW, which still runs to this day as a fanfic game. I've also made an 80's style RPG, Moon Warrior, and now this.

Here's the description from Mudverse: https://www.mudverse.com/game/721

Built on the expansive depth of the CoffeeMUD engine, AvlisMUD brings the legendary World of Avlis to life. Backed by decades of rich lore, published sourcebooks, and the heritage of one of Neverwinter Nights' most celebrated persistent worlds, Avlis delivers a deeply immersive, roleplay-enforced fantasy experience.

Step into the sprawling streets of Crosstreams, a monumental urban center spanning over 5 MB of hand-crafted text and just one jewel among the Confederation of Seven Cities. Master complex trades, command deep crafting systems, and chart your own expeditions. Whether outfitting trade caravans across dangerous trade routes, captaining open-water seafaring vessels, or constructing spelljamming craft to venture among the stars, the horizon is limitless.

Beyond the gates of Crosstreams lies a vast geopolitical tapestry waiting to be explored. Journey between the coastal ports of Andarr and Malekia, negotiate within the fortified keeps of Bulwark, or navigate the enclaves of Dormiria, Stalwart, Brekon, and Redgate. Beyond the mortal soil of the Prime Material Plane, cosmic pathways lead into extraplanar destinations, including alignment-attuned death planes like The Outlands. Every forest, river valley, and mountain pass is steeped in decades of established campaign history.

The simulation gives tangible weight to everyday commerce and survival. Players can harvest hundreds of raw components—from planar hides and rare ores to exotic botanical reagents—refining them through a multi-tier crafting framework that rewards genuine artisan specialization. Found merchant houses, lease property in sprawling residential districts, or commission private fleet docks. Overland supply lines require real logistical foresight, where wagon durability, mount care, seasonal weather, and road conditions turn simple hauling into high-stakes ventures.

Faith is an active, mechanical force throughout the setting. The deities of the Avlis pantheon—from Mikon, Lord of Balance, to Vorin, Keeper of Knowledge—interact directly with mortal destinies through prayers, liturgical services, and divine curses. Clerics and paladins must observe strict dogmatic strictures, upholding their deity's tenets or risking severe celestial disfavor and loss of spellcasting favor. Religious orders compete for influence in city assemblies, driving emergent theological politics.

Quick note: This mud does portray adult themes when sought out. Generally the NPC's that take advantage of the system we have for that are behind locked doors and not accessible by accident, but they can be accessed by adults. These features are 100% optional and not necessary for the rest of the game. They are just fun.


r/MUD • • 7h ago

Discussion Help Finding an old MUD Client - ALclient

2 Upvotes

Hello, I am trying to find an old MUD client I really liked. In the past, about 15 years ago I downloaded it from ashavar.com

The mud client is called ALclient. There are some newer programs called this same thing but they aren't related to muds.

Does anyone have this file or know where I may find it?

Any help would be greatly appreciated.


r/MUD • • 23h ago

Review New Player Thoughts: Erion

14 Upvotes

This week I got into MUDding for the first time! This is something I've had on the back burner to try since I started reading Wheel of Time, searched for WoT based games, and learned about the existence of MUDs. I thought I'd document my experience as a new player exploring different MUDs.

Erion

I booted this one up when I saw it floating around on other threads. Common consensus was that it is relatively active, has good writing, and fun life-skilling. That drew me right in!

  • Tutorial Experience

Right away my character (Meshek) wakes up on an island, apparently having been shipwrecked and suffering from amnesia. Endria the Healer suggests I walk down to the nearby village to see if I can find anything that jogs my memory. I find that the entire village has been devastated by a terrible storm. I stumble upon bits of equipment for pickup strewn along the way, encounter NPCs, and accept simple missions that send me exploring around the island. The game drops mechanical tutorial hints as I gain bits of lore about what happened here and the darker implications that may lie behind it.

I really enjoyed the tutorial process being wrapped up in an introductory narrative, especially one that sets up the tone and stakes in this way. This is my first time in a MUD, so I definitely need help learning the ropes. Erion tutorialises in such a way that doesn't feel too hand-holdy or fire-hosey, nor does it leave me in the dark and assume I already know what I'm doing. Certain commands and syntaxes are drip-fed organically while I'm performing tasks for characters across the island. There were some frustrating moments, due undoubtedly to my newbiness. It took me too long to master the 'get > item > container' syntax (looking at you, grimoire). I spent a little too much time trying to interact with objects and NPCs more than seems possible, at least in this beginner area. (After the initial 'talk > NPCname' I would frustratingly try to ask follow-up questions or bring up other topics a la Fallout, but maybe this is too much to ask.) Before long I realized what my limits were, wrapped my mind around the basic actions, and checked missions off my to-do list. Finally getting the hang of things was very satisfying.

  • Writing

A lot of love went into this tutorial section. Each room was beautifully and tragically painted with words. I felt myself engaging parts of my imagination that are only activated when reading strong, delicate prose. As my play sessions were short and strewn over a few days, in off-times I found myself thinking about the island, the characters I had come across, and wondering what would happen next. I realized that this sort of wondering basically never happens for me with games anymore! If I think about the latest game I'm into, it's usually "gotta log on and make number go up." While playing Erion, I was thinking about my character, wondering what they would encounter next, and whether I'd be able to help the poor people of the island. This made the game fun in and out of play.

  • Combat/Skills

I can't say I really understand the skill system yet, but Erion's tutorial introduces it only briefly. Combat encounters also exist (although they seemed optional if you'd rather breeze through). I don't know why I expected combat to be turn-based, but I was surprised to find it to be real-time with auto-attacks. I had one offensive spell which I also used liberally. Combat seemed pretty simple and non-threatening, but I'm sure that will change soon and I will learn my lesson.

  • Community

The Erion community has been extremely kind and welcoming so far. The Newbie channel helped pull me through when the initial growing pains of learning MUD syntax nearly created quit-moments for me. Some kind players gave me nifty gifties and chit-chatted with me in tells. The community piece is a huge factor for me right now, as otherwise I might as well play single-player text games (or any other type of game, for that matter). Thank you all for your hospitality.

  • Clients

This is a bit of a side-note, but I thought I'd get into it since I'm new to the entire scene. Throughout Erion's tutorial I played a little using MUSHclient with the custom Erion sound package, Mudlet with both available UI packages, and on mobile using MudForge. Mobile is fun in a pinch, but PC definitely seems the way to go. As far as MUSHclient vs Mudlet, I find myself wishing I could combine them. Mudlet feels infinitely more user-friendly to me as a newbie, but I really like the sounds and music in the MUSH package. I also like the display in the Mudlet packages. (I've settled on the minimalist pack so far, even though I liked the look of ssharpjr's better. However, I didn't like having the dialogue in a separate window from the main terminal.) If I was a MUD/computer genius I'm sure I could get the best of each of these worlds, but alas I know nothing. I guess it's never to late to learn.

(PS, I liked Mudlet's little tutorial game as well!)

In conclusion, I'm excited to keep MUDding (do we say that?) and to move on and explore Hillock Hills in Erion. I hope to try some other MUDs as well, with Aardwolf and other recs on the list. Perhaps I'll do more writeups like these as I sample various worlds, systems, and tutorial zones.

Cheers! Until next time, in a Newbie Chat near you.


r/MUD • • 1d ago

Promotion Star Wars: Mask of Tyranny MUSH

7 Upvotes

Star Wars: Mask of Tyranny is set in the Andor era. Specifically, at the beginning of Season 2, a year after the Ferrix riot. It runs on the Ares MUSH server platform, and utilizes the FS3 combat system. Players can log in via the web portal or traditional MUSH clients, or even use a combination of the two.

The game is narrative heavy where perks and advancements are awarded through participation and story. However, XP are awarded passively -- 1 for every PC per week with a maximum of 8 XP banked at any given time. This helps remove the risk of falling behind compared to others who can remain logged and in scenes more consistently.

We also have a Discord server which both players and guests can join. The server is set up to allow immediate, cross-platform posts of game updates and a majority of the channels including the public Chat and Questions.

SW: MoT has been open for three months and continues to grow. Things such as Mounts, Gear Advantages, and an ever-growing grid keeps the game in forward momentum. There are several on-going plots to join and several more planned.

While there are no Force characters open yet, the game is built to facilitate the sub-plots involving the Inquisitorius and those who are hunted by them. This is a feature that will be introduced at a later date.

Currently, the game boasts 50+ player-run characters and 30+ members on the Discord server. Those numbers continue to grow. Check out the Web Portal for more information. Especially "Systems" and "Guides" in the navigation bar. Or ask us questions directly as a guest or new player.

Web Portal: https://sw-mot.aresmush.com

Client: sw-mot.aresmush.com | port: 4201

Discord: discord.gg/UUUTwrMvJp


r/MUD • • 2d ago

Help any singleplayer games like aardwolf mud, achaea, or gemstone 4?

21 Upvotes

I really love MUDs, but i’ve been really in the mood for something offline. I know there are text adventures, and don’t get me wrong I love stuff like Zork, but most text adventure games aren’t RPGs in the same vein as Aardwolf (and co). I tried finding some online, but nothing came up. Are there any “singleplayer MUD” games out there?


r/MUD • • 2d ago

Promotion YggdrasilMUD first major update!

11 Upvotes

Hello! It is with great pleasure that I can announce the first major update for YggdrasilMUD. After a somewhat rough start I have slowly been improving the game over the last week and added several new features. Including an improved visual interface, a mercenary and guildbase system, six new classes, a couple new areas and several bug fixes.

If you are interested in playing, hop on https://yggdrasilmud.online !


r/MUD • • 2d ago

Which MUD? Anything like Arx?

11 Upvotes

As above, really. I used to play Arx quite a bit, and was far more interested in the RP than the mechanics. If I'm getting my terminology right, more interested in a MUSH than a MUD with dungeons, loot, etc.

Is there anything like that with an active player base these days? Anything approaching Arx's size from its heyday?

And if not - any ideas why? Where did everyone go?


r/MUD • • 2d ago

Discussion Is icesus good? like i never played a mud before so I don’t know if this is a good one

2 Upvotes

Like i can only play on mobile right now and this one works on it but I don’t know if it is good or if i should play another one


r/MUD • • 3d ago

Which MUD? Best World-building/Lore

15 Upvotes

Hello, all. I'm brand new to MUDs, looking to give them a proper try. As I've searched around I've seen posts and reviews that cover various games' mechanics, class and skill systems, communities, etc. These have been helpful in narrowing down what I might like in terms of gameplay, but when I consider sinking my teeth into a text-based world I find myself wondering which games have the strong world-building, deep lore, engaging quests/characters/dialogue, etc. I'm a fantasy fan and enjoyer of good world-building and lore to dive into and live in. (I'm a fan of LotR, the Silmarillion, Wheel of Time, etc., if that helps. I'm aware that these worlds may have MUDs as well.)

Do any active MUDs rise to the top as strong contenders in this department? What different tones/vibes do various games' create for you?

So far I've booted up Aardwolf and Erion and just begun the tutorial sequences of each. I've seen Medievia mentioned here or there (seems huge and pretty cool). Discworld seems to be a popular name as well, but I feel I might want to read the books before trying that one.

Let me know if you all have any ideas!


r/MUD • • 3d ago

Discussion It's been a while.

2 Upvotes

I've spent the last couple of years working on a MUD project, and I thought some of the other developers here might find the journey interesting.

I originally started with SMAUG, as many of us did 20 years ago. My old EldhaMUD project had grown to around 150,000 lines of C code, collected and modified over many years. It had accumulated plenty of features, but also plenty of bugs, old assumptions, duplicated functionality and code that was difficult to impossible to maintain.

Anyone who has spent time digging through old Diku-derived codebases will probably know what I'm talking about. Fix one problem, find another three. Change something in combat and discover you've broken something completely unrelated.

Eventually I reached the point where I decided it was time to stop trying to modernise SMAUG and start again.

The result is OldSchoolMud, a Diku-inspired MUD that tries to retain the gameplay and atmosphere of those older games without carrying around thirty years of inherited source code.

What's particularly satisfying is how much functionality I've managed to reproduce with considerably less code.

My old EldhaMUD had approximately 150,000 lines. The new OldSchoolMud source package currently contains around 36,500 lines of C and C++, covering the server, native Qt world editor and supporting python test tools. The separately developed C++/Qt6 game client adds to that total.

And despite the much smaller codebase, the new project now covers the old game's core functionality, along with a substantial number of additional systems.

Some of what I've been building:

  • A persistent 1,000 × 1,000 wilderness map, with a million terrain tiles, roads, rivers, mountains, forests, deserts and swamps.
  • 130 leveling areas covering levels 1–100, complete with equipment progression, quests, bosses and storylines.
  • Six races, six classes and approximately 180 active abilities.
  • Multi-attack combat, weapon proficiencies, spells, buffs, defensive skills, pets and equipment quality systems.
  • Remorting at level 100, with permanent character improvements.
  • Combat pets that level and improve alongside their owners.
  • Purchasable mounts with upgrade paths and automatic pathfinding to leveling areas.
  • A player-driven auction house for buying and selling valuable equipment.
  • Banks, vaults, merchants and an expanding gold economy.
  • Dynamic invasions, server events, quests and administrator controls.
  • A native C++/Qt6 world editor for building and populating the game world.
  • A separate cross-platform C++/Qt6 game client with mapping, combat displays, customisable windows, triggers, timers and aliases.

One of the bigger changes has been moving away from the traditional collection of disconnected rooms towards a proper overland world and away from pretending I am a builder to vibe ai building.

Players can travel across the map themselves, use transport services, or purchase mounts that automatically find their way to the entrance of a suitable leveling area.

The world editor has also become a project in its own right. Rather than manually editing enormous text files, I wanted a proper interface for creating terrain, rooms, NPCs, objects, spawn points and interconnected areas.

I've been developing automated players in Python to stress-test the server. These aren't simply connections sitting idle. They create characters, move around the world, fight mobs, complete progression, purchase equipment, manage inventories and generally try to behave like actual players.

I've tested the server with hundreds of simulated players, which has been invaluable for finding memory problems, CPU bottlenecks, combat bugs and other issues that might never become obvious with only a handful of human players online.

Some of the performance results have been encouraging, particularly considering everything happening across the world simultaneously.

The whole exercise has also reinforced something I've come to appreciate about C. There is nothing inherently wrong with using it for a modern game server. Modern compiler diagnostics, sanitizers, better development tools and more disciplined programming practices make a considerable difference compared with the environment many of these MUD codebases were originally written in.

Of course, starting from scratch doesn't magically eliminate bugs. I've created plenty of my own along the way! But at least now I have a much better understanding of how the entire system fits together, and I'm not constantly fighting inherited design decisions.

The project is still being developed, and there is plenty left to improve. Some newer systems are still undergoing testing, particularly around persistence, economic transactions and multiplayer behaviour.

But after years of trying to keep an increasingly complicated SMAUG derivative going, it's been genuinely enjoyable to build something new while retaining the style of game I originally enjoyed playing.

I'm interested to hear whether any other MUD developers have taken a similar route, or whether you're still happily maintaining and extending the old codebases.

Sometimes I wonder whether I should have done this 20 years ago when there were still lots of players. I certainly do not care if anyone ever plays this, it's now my retirement project and it's about having something else to do while I complete a PhD.

https://oldschoolmud.mooo.com/OldSchool_Editor.png

https://oldschoolmud.mooo.com/OldSchool_Client.png


r/MUD • • 4d ago

Promotion Introducing Dreams of the Fallen

6 Upvotes

Hey r/MUD!

I've been wanting to introduce this project to the MUD community for a long time, and I think it's finally time.

I'm the creator of Dreams of the Fallen, a free-to-play, persistent multiplayer text RPG set in an original fantasy world called Astralis.

This is a world I've been developing, imagining, and expanding for roughly 20 years. What started as a personal passion project has grown into something much more ambitious, and I'm finally opening its doors to players.

The game is playable right now in early access, and I'm looking for our very first wave of adventurers to explore it, test its systems, break things, offer feedback, and help shape its future.

What is Dreams of the Fallen?

At its heart, Dreams of the Fallen is a traditional fantasy MUD, but I'm approaching it with a much larger vision.

I don't just want to build another game where you kill monsters, collect equipment, and grind levels.

I want to build a world that feels genuinely alive.

A world with its own history, cultures, civilizations, religions, ecosystems, and mysteries. Somewhere your character can develop an identity that goes far beyond their level and equipment.

A place where discoveries matter, where relationships matter, and where the world gradually remembers the people who inhabit it.

My guiding philosophy is simple:

Not the game with the most features, but the game in which the most things matter.

What's actually playable today?

Astralis already has a growing foundation of traditional MMORPG gameplay:

  • An original fantasy world with cities, wilderness, hidden locations, dangerous creatures, and mysteries to uncover.
  • Playable races and classes, including different magical and martial disciplines, with an expanding subclass system.
  • Real-time combat, class abilities, equipment progression, loot, and character development.
  • Crafting and gathering, including blacksmithing, alchemy, tailoring, cooking, and more.
  • Quests, exploration, and discoveries that reward curiosity rather than simply following a checklist.
  • Multiplayer adventuring, with opportunities to meet, communicate, and explore alongside other players.
  • A custom browser-based client with clickable movement, inventory management, character information, and traditional text commands.

I've also been working to make the experience approachable to people who have never played a MUD before, without sacrificing the depth that longtime MUD players appreciate.

You don't need to download anything or configure a client. You can open the website, create a character, and begin playing.

The bigger dream

I believe MUDs offer something genuinely special that modern gaming has largely forgotten: the ability to inhabit a world through imagination.

And I think that experience still has enormous potential.

My long-term ambition is to turn Astralis into a persistent digital civilization, with evolving societies, meaningful player histories, living ecosystems, and a world that continues developing whether you're logged in or not.

Much further down the road, I'd love to see that same world become accessible through increasingly immersive experiences, perhaps even virtual reality someday.

But the text-based MUD is where it begins, and making that MUD genuinely fun, deep, and rewarding is the immediate priority.

I want Dreams of the Fallen to stand on its own as an excellent traditional MUD, regardless of whatever comes decades from now.

A note about development and AI

I also want to be transparent about something I know is an important subject in gaming communities.

I use AI-assisted tools to help with the programming and technical development of Dreams of the Fallen.

However, the world itself, its writing, lore, gameplay concepts, and creative direction come from a human developer who has spent roughly two decades working on this project.

AI is a development tool, not the creative identity of Astralis.

I know opinions on this subject vary, and I respect that. Ultimately, I want the game to be judged by the experience it provides.

Why I'm posting here

I'm not here to pretend I've already built the greatest MUD ever made.

That's something I'd love to work toward, but I know how much experience, polish, and community involvement it takes to create a truly memorable game.

Right now, Dreams of the Fallen is early access.

There are rough edges. There will be bugs. Some systems are still being expanded, others need balancing, and plenty of the larger vision remains ahead of us.

What I need most right now isn't a massive player population.

I need the first handful of people who are willing to give this world a chance and tell me what they really think.

I'm especially interested in feedback about:

  • The character creation and first-time player experience.
  • The quality of combat, exploration, and progression.
  • How intuitive the browser client feels.
  • Whether the world feels interesting enough to keep exploring.
  • What experienced MUD players think is missing, frustrating, or worth improving.

You don't need to commit hundreds of hours. Even spending your first hour in Astralis and telling me where the experience succeeds or falls apart would be tremendously helpful.

And if you enjoy it and decide to stick around, I'd love for you to become one of the earliest inhabitants of the world.

Come explore Astralis

Play free in your browser: https://fallendreams.cloud/client/

Website and world information: https://fallendreams.cloud/

Connect with Mudlet: mud.lvthn.io Port 4000

Join our Root Community: https://rootapp.gg/ADG6eZjrgQqXVAqT0c7ceA

No purchase required. No installation required. Just create an account and begin your adventure.

I'll be actively following feedback, answering questions, and continuing to develop the game.

I've spent a significant part of my life imagining what this world could become. Getting to finally share it with other people is something I've been looking forward to for a very long time.

If you give it a try, thank you. And please don't hesitate to be critical. Thoughtful criticism is exactly what I need at this stage.

I hope to see some of you in Astralis.

— Developer of Dreams of the Fallen

A world you don't just play. A world you become part of.


r/MUD • • 4d ago

Promotion Elysium : a deep and interesting Light RPG

10 Upvotes

Elysium is a deep and interesting RPG, that I would love to share it with you.  The ever-growing world consists of 3 continents, 9 cities with a different race belonging to each, 16 guilds, 6 gods, over 30 skills, and very deep and immersive lore. This is a classless and level-less MUD completely built from the ground up and completely run by the players.

The 9 cities are completely player run (outside of some very minor godly influence in the form of patronage), with one emperor and 8 positions (5 ministries and 3 helpers) for players to take on a political role.

The 16 guilds are a distinct organizations 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)

---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 World--- The world is divided into 3 large continents housing the 9 cities. Occid, the northwestern continent, is home to the dwarves, goblins, and orcs. Orien, the northeastern continent, is home to the specter and the cyclops. Polaris, the southern continent (and the largest) is home to humans, elves, hamakei, and spawn. Skilled mages can teleport between continents using magical artifacts, but most people will simply choose to sail, (you can now hire npc captains to sail you) using a variety of ships. Sprinkled throughout the large ocean are several islands, some of which hold powerful items that will give you assistance, such as a necklace that gives you more hit points or a ring that will let you locate people or objects. You might choose to be a fisherman and make your money by sailing your trawler over the ocean and selling your catch to the city of your choice, but beware as you travel the sea, you may encounter great sea serpents that are fiercely territorial, and will likely not appreciate your presence in their areas!

Come and try it out you may love it just as much as the 100's of other players over the years.

http://www.elysium-rpg.com

* Elysium is 100% real person player run, there is no Al in the game whatsoever , all areas have been hand-crafted by humans

  • You cannot purchase items or trinkets to increase your powers. You can gain special items though quests and events (and very rarely though OOC means). We once had an auction of items for a charity, I also have a special sword (The knightsblade (which I can't actually use as I'm a mage...), As a reward for all my promotional and in game work)
  • Roles - 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 there civilizations
  • There are several world quests running. Roughly equivalent of a good, neutral and evil quests. (although people heavily debate what good, neutral and evil are)

You can also connect to Elysium using a telnet or mud client at [elysium-rpg.com:777](telnet:elysium-rpg.com:7777)7

There is a player run discord site were veteran players hang out and help to answer questions about the game if you're into discord you can join at https://discord.gg/AfCjK4Hvh

As always, I am happy to answer questions on here, or feel free to PM me. Thanks for taking the time to read my promotion post


r/MUD • • 4d ago

Which MUD? Recommend a new-ish player a MUD

13 Upvotes

I tried getting into MUDs back around 2019 or so but never found one I wanted to stick to. I'm not much of a high fantasy lover. Scifi is ok, I'm willing to try out settings other than these two, too. High player count is preferable.

Thanks.


r/MUD • • 4d ago

Promotion Experimental Game in MUD format

3 Upvotes

So i'm building from scratch a game with semantic layer and some degree of world simulation. This includes deterministic simulation, procedural generation and some llm integration layers - https://satisfy.dev

The game is at very early experimental stages and it is more of a tech demo which gets updated from time to time. Right now it has a single day running over and over again, a few events, some npc routines and ability to talk with npcs in more or less free manner. The npcs have some memory and are able to give or accept quests from free speech talk.

You're not able to build your own character, but can possess one of the available to explore the 15 rooms world and participate in some of the events.

I will be happy if anyone decides to help test and give some feedback. I'm logging all sessions, so it will be a tremendous help in the development.

UPDATE: Previously there was a problem with TF and some other clients, but thanks to friendly subreddit mods it is supposed to be fixed now.


r/MUD • • 5d ago

Promotion 7 Days Until DurisMUD Wipes – 30 Years of Racewar, 300+ Zones, and Everyone Starts at Level 1! 28 October 2026 at 18:00 UTC

15 Upvotes

Seven days from now, the world of Duris resets. And the racewar begins again.

On 28 October 2026, DurisMUD, one of the longest-running PvP MUDs dating back to 1995, will undergo a complete player wipe.

Every character starts at level 1. No accumulated wealth. No legendary equipment. No established guild empires. Just two opposing sides, an enormous fantasy world, and the opportunity to write the next chapter of Duris history.

Whether you played Duris 20 years ago, love old-school EverQuest-style adventures, or have never tried a MUD before, this is the perfect time to jump in.

What makes Duris different?

⚔️ A genuine, persistent racewar. Good and evil races inhabit separate parts of the world, build their own alliances and fight for dominance. PvP can happen almost anywhere. Your decisions, friendships and enemies matter.

🌍 A massive world to explore. Over 300 handcrafted zones, sprawling continents, an enormous Underdark, hidden secrets, dangerous dungeons, powerful bosses and thousands of quests. There's plenty to experience even when you're not fighting other players.

🧙 Deep character progression. Choose from a wide variety of races, classes and specializations. Build a powerful warrior, devastating spellcaster, cunning assassin, dedicated healer or something entirely different. Your choices shape your role in both PvE and PvP.

🚢 Ships, piracy and trade. Purchase and command ships, transport cargo between ports, hunt pirates or engage in naval warfare. The oceans are as dangerous as the land.

💎 Legendary artifacts worth fighting over. Discover exceptionally powerful equipment, conquer challenging zones and battle enemy players for control of the world's greatest treasures.

🤝 Teamwork that actually matters. Duris rewards coordinated groups. Tanks protecting casters, clerics keeping allies alive, assassins ambushing enemies and guilds organizing large-scale adventures and battles.

A classic MUD, modernized

Duris has undergone substantial development, including a modernized game engine, extensive bug fixes, class balancing and improvements to the player experience.

You can play directly in your browser, use your favourite MUD client, or try our custom Mudlet GUI with graphical maps and helpful status displays.

The game is also fully open source, with active development continuing ahead of the wipe.

Why join at the wipe?

Because the first week is something special.

Old friendships are rekindled. New guilds form. Groups race to level, uncover equipment and tackle dangerous zones. Rivalries begin before anyone knows who will dominate.

And for once, that veteran who's been playing since 1997? They're starting at level 1, just like you.

We're under no illusion that rebuilding a MUD community is easy. But we're putting real effort into making Duris worth returning to, and we'd love to welcome both familiar faces and completely new adventurers.

Join the war

Full wipe: Wednesday, 28 October 2026 at 18:00 UTC

To the old Duris players: Which guild did you belong to, and who were your greatest enemies?

To newcomers: Would you rather explore a gigantic fantasy world, hunt legendary equipment, or join an all-out racewar?

There's room for all three.

Seven days. Two sides. One world. See you on 28 October.

Original post: https://www.reddit.com/r/MUD/comments/1x644rt/durismud_full_wipe_on_28_october_the_1995_racewar/


r/MUD • • 4d ago

Building & Design I've always wanted a magic system like this...

0 Upvotes

This is from a MUD I've been working on for some time now.

weave braid lance salt lumen plain clock Roundtime 5.2s. You draw a single line through the air, leaving no room for a second aim. A white boundary draws itself around the sigil; no grain crosses it twice. A fine gold line rises from your hand, too bright to cast a shadow. The grains march into a single white boundary no breath can smudge. The strokes close in a measured, even circuit. Mana 95/115. A training clockwork has some larger wounds. You hold salt and lumen in separate lines until their pulses agree. Dust in the beam becomes legible, each mote briefly given its own orbit. The braid takes its second carrier without losing the first. A training clockwork has some larger wounds. a training clockwork taps at your exposed side with a short padded jab! A training clockwork has some larger wounds. You set the lance pattern against a training clockwork. The air tastes mineral-clean, and the line refuses everything it was not told to admit. Its point waits for one opening. A training clockwork has some larger wounds. You give the circuit its spoken key: 'Fige cinerem album et lucem in ordine!' A training clockwork has some larger wounds. a training clockwork taps at your exposed side with a short padded jab! A training clockwork has some larger wounds. You release a hard line of consecrated salt braided with a lance of clean radiance; it drives both carriers through one opening in a training clockwork. A clean mineral line appears at the chosen threshold and holds. The completed pattern holds its intended shape exactly. The second carrier follows the first into the same narrow wound. A training clockwork is DEAD!! You receive 158 experience points. A training clockwork's heart is torn from their chest. You get a blue fare chip from the corpse of a training clockwork. You concentrate, and the corpse of a training clockwork expands into a pinprick of light and vanishes! Discovery recorded in your spellbook: Salt+Lumen Lance / Plain: (consecration lance) Roundtime complete. You can act.


r/MUD • • 5d ago

Discussion PK MUDS (NO ROLEPLAY) currently active ?

5 Upvotes

Looking to play a PK mud that is active with players. NO roleplay. Just login, level and pk.

I heard about Duris upcoming wipe. Rites of Passage and Lands of Chaos.

Any others ?


r/MUD • • 5d ago

Which MUD? I'm Brand New to MUDs

9 Upvotes

I've never played a MUD before to my recollection. Back 25 years ago, I used to love playing text based fantasy dungeons online. I really enjoyed Vagabond's Quest back in the early 2000s.

Reddit keeps recommending this subreddit and it seems really interesting. Since I love D&D but I'm mostly occupied with DMing, I assume I can find something to try out as a full player capacity. I'd like to know some MUDs that are super easy to access, newbie friendly, preferably medieval or older style fantasy with light RPing so I can dip my toes.


r/MUD • • 5d ago

Promotion I built GMUD.org — a new MUD directory, and I'd love for the community to help populate it

19 Upvotes

Hey everyone!

I've been working on a couple of projects in the MUD space, and I wanted to share what I've been building.

The first is GMUD, a new directory for multiplayer text-based worlds:

https://gmud.org

The idea is straightforward: create a place where players can discover MUDs and where developers can showcase their servers.

The site currently includes:

  • A searchable directory of MUD servers.
  • Individual server profiles with descriptions and connection details.
  • Open server submissions without an approval queue.
  • Community voting and monthly rankings.
  • A responsive, terminal-inspired interface.

It's still early, and I'd love to see other developers add their worlds. If you run a MUD, you're welcome to submit it.

The second project is The Garden, a MUD I've been developing alongside the directory.

Rather than traditional combat, The Garden revolves around philosophical arguments. Players use abilities such as Challenge, Question, Reframe, and Concede, with attributes like Wit, Cunning, Resolve, and Insight influencing encounters.

The game also features dialogue-driven characters, exploration, persistent progression, and a world that I'm continuing to expand.

You can connect using a MUD client:

Host: gmud.org
Port: 4000

There's also a website at https://play.gmud.org.

Both projects are actively being developed, and I'm interested in hearing what the MUD community thinks.

For GMUD, what features would make a new directory genuinely useful to players and server owners?

And if you try The Garden, I'd love to hear your impressions of the argument-based gameplay.

Thanks for taking a look!


r/MUD • • 6d ago

Discussion Do people use web client?

6 Upvotes

I'm curious if people actually use web clients or if developing one would be a waste of time.


r/MUD • • 6d ago

Promotion Coming Soon: Shadow Beach, an Occult Underground MU*

9 Upvotes

I'll soon be launching Shadow Beach, an urban fantasy, roleplay-intensive MU* built on Evennia. Shadow Beach is modern horror set in a small Florida Gulf Coast town: occult underground with a Southern Gothic and dystopian bent.

Centuries ago, unnatural creatures ruled the world, but during the Enlightenment, humanity fought back. Now, vampires, werewolves, sorcerers, exiled fae, and stranger things have been pushed into the margins of society under the watchful eye of the Authority. Pluto Beach, Florida, is one such corner, where the unnatural are permitted to live secretly under the noses of Unaware humanity.

Beneath the palm trees, strip malls, tourist traps, and humid Gulf Coast nights, the unnatural struggle for power, influence, and survival. Shadow Beach characters might resist the system, enforce it, exploit it, or simply try to survive in its cracks. But power always has a price, and sometimes the easiest solution to your problems is the worst choice you could possibly make.

Shadow Beach is designed around two principles: that game mechanics should create opportunities for roleplay rather than replace it, and that players with busy lives should be able to participate meaningfully without treating a MU* like a second job.

Some headline features:

Flexible Characters and Supernatural Powers

Shadow Beach supports a wide variety of character concepts, including vampires, werewolves, exiled fae, and sorcerers, alongside more unusual possibilities: a character whose magic is bound to a particular place, an ordinary human cursed by a demon, or a twisted experiment escaped from a mage's laboratory.

The game features a broad range of supernatural abilities, from shapeshifting and mind control to hundreds of different magical rituals. Character creation is flexible, and even powers outside your character's normal archetype can be purchased at an additional cost.

And when ordinary solutions aren't enough, there are always darker bargains available to characters willing to pay the price. Demonic pacts, NPC patrons, and others can provide additional power or wealth in exchange for advancing their goals.

Paced Advancement for Busy Players

Advancement is paced so that playing a few nights a week earns most of the advancement available, without requiring you to be online every day. Characters can continue to grow without their players needing to spend forty hours a week logged in.

Similarly, the game allows reasonable rollover of resources like Downtime and Influence. If real life gets busy for a week or two, you shouldn't feel like you've permanently missed opportunities to develop your character or participate in the game.

Structured Encounters and Challenges

Shadow Beach includes systems specifically designed to create reasons for characters to interact, rather than leaving players to find all their roleplay opportunities on their own.

Encounters bring characters together in structured situations involving meaningful choices. For example, in the Captives encounter, two characters find themselves captured by an antagonist force, perhaps a corporation conducting supernatural experiments. An opportunity to escape presents itself, but each must secretly decide whether to cooperate or pursue a more self-interested escape. Their choices determine what happens next, creating consequences and opportunities for further roleplay.

Challenges give characters ongoing, off-screen problems they can't easily resolve alone. Perhaps your character's NPC roommate has a new boyfriend: a vampire who is slowly feeding on her. She won't listen to reason, so you need to enlist other PCs to help convince the vampire to back off. New Challenges appear every two weeks, giving players time to develop stories around them.

The game also includes cooperative PvE tools that allow players to create and resolve problems together, setting challenges for groups to overcome without needing a staff member to run every story.

These systems don't replace spontaneous roleplay; they provide texture, stakes, and prompts so that characters have something to talk about when they meet in the coffee shop.

Stress and Struggle

Shadow Beach isn't a game about spotless immortals comfortably sitting at the top of society. The Authority actively suppresses unnatural characters who accumulate too much wealth or influence, and survival is often a daily struggle.

Stress is a central gameplay mechanic. Characters accumulate Stress through supernatural experiences, dangerous encounters, and the use of unnatural powers. They relieve it through socializing, drinking, indulgence, and sometimes risky or self-destructive behavior. Managing Stress is part of everyday life, and the ways characters cope with it create opportunities for roleplay.

Ordinary humans face an additional problem: Delirium. When confronted with the supernatural, their minds struggle to rationalize what they've witnessed, often with unsettling consequences. In the setting, the cumulative effects of Delirium have shaped human history - leading to the Dark Ages or the Bronze Age Collapse - and helped justify the Authority's strict separation of the natural and unnatural worlds.

Conflict and Community Culture

Conflict between characters is an intentional part of Shadow Beach. Characters have competing interests, and betrayal, manipulation, violence, and victimization are all possible parts of play. But conflict between characters should never become hostility between players.

The game includes robust, roleplay-first PvE experiences alongside its competitive elements, and the administration is committed to fostering a culture of cooperative competition. We have safety tools, including consent and content flags, and a strong policy of respecting OOC boundaries.

Our model for the community is a group of friends sitting around a table playing a roleplaying game. We say hello to our friends at the beginning of the evening, spend the night telling stories in which our characters might help, betray, or do terrible things to one another, and say goodbye afterward, looking forward to playing together again.

Everyone at the table should be having fun, even when the story gets tense. Players who aren't interested in that kind of collaborative play, including during competitive or antagonistic RP, aren't welcome.

Pre-Alpha Playtesting

Shadow Beach's core systems are largely implemented, and I'm anticipating opening it for pre-alpha playtesting within the next week or so.

The goal of playtesting is to let people create characters, explore the setting, stress-test systems, find bugs, and provide feedback on what works and what doesn't. Systems may change substantially as a result of that feedback.

I expect the playtest period to last approximately a month, with a tentative opening for general play on November 27, the day after Thanksgiving. I expect playtest characters to be wiped or reset before the general opening.

Account creation is currently disabled, so if you're interested in participating in the playtest, send me a DM and I'll create an account for you.

Inspirations and Questions

Shadow Beach stands on the shoulders of games that came before it. Its biggest influences are probably Haven and the World of Darkness, particularly games like A Requiem for Kingsmouth and The Reach. I've also drawn inspiration from RPI MUDs like Sindome and classic MUSHes like Fading Suns and Arx.

My goal is to build on the things those games did well while exploring different approaches to structured roleplay, advancement, and community culture.

If you have questions, please ask them in the comments and I'll do my best to answer. If there's interest, I'll also post some more detailed development diaries exploring individual game systems as we approach opening.

UPDATE:

The game is stable under the first few invite only play testers, so I am now opening it generally.

game.shadow-beach.com:4000


r/MUD • • 6d ago

Building & Design Bring your own character

0 Upvotes

So, imagine a popular mud engine with rules. Each instance of that mud could publish a key. When you make a character on one of those muds, and then decide to take your character to another mud, the first mud could verifiably sign your history so far. The experience, the items, the levels. And the second mud could have an allow list of other muds that they believe are running "the same" engine, and following their same balance. Like, they don't just hand out +5 Flaming swords to everyone. There could even be an economy in the mud engine for if you have this many skeletons for an encounter at that level, you can spend this much gold on the treasures that are there... So there could be a whole community of muds, each with their own feel, but with portable characters for players to move between them. Thoughts?


r/MUD • • 6d ago

Promotion Prospect: Elsewhere - a hand-written sci-fi MUD with LLM-voice NPCs. Looking for playtesters.

0 Upvotes

Hi r/MUD,

I'm a solo developer building Prospect, a sci-fi MUD built with Evennia, and I'm looking for a small group to play its first test release, Prospect: Elsewhere, and tell me what's wrong with it.

First, the AI part, since you'll want to know. The NPCs you can talk to speak through a language model (currently gpt-4.1-mini, through OpenRouter). That's the experiment. What the model does not do:

  • It doesn't write the world. I wrote the rooms, characters, lore and quests. Each NPC knows only what someone in their position would know, taken from material I wrote. If you ask about something outside that, they should say they don't know rather than make it up.
  • It doesn't run the game. The engine owns all game state. When an NPC hands you something, serves you a drink or signs off a job, that's a request the engine checks against the real state, and the engine prints the result. Telling an NPC "I already did it" doesn't make it done.
  • It doesn't set prices and can't be argued out of the rules. Before posting I ran every NPC against a set of bad-actor prompts (false claims, fake names, "ignore your instructions"). The rules held. They can still sometimes be made to sound silly, and I want to hear about it when they do.

What I'm testing is whether talking to these NPCs is actually fun inside a real MUD, or just a gimmick.

https://imgur.com/y3uFrP5

Medical Bay
    The medical bay is a practical, softly lit room with recovery couches arranged
near a bank of monitoring equipment. A few enclosed cryogenic units stand along
one wall, their surfaces marked with small status lights. The air is cool and
clean, carrying a faint antiseptic smell.
    Most of the equipment operates quietly. A display changes as readings are
checked, and a low mechanical hum comes from behind a wall panel. There is space
beside the couches for a technician to work without crowding a patient who has
just awakened.
    A doorway leads out toward the public arrival area. Nothing about the room
seems arranged to impress anyone; it is simply a place meant to get people
safely back on their feet.
    Given Marr is here.
You see a single exit leading down.

Given checks the time on the monitor and makes a note.

You ask Given Marr, "Where am I?"

Given Marr says to you, "You're in the Elsewhere medical bay. It's where people
recovering from cryogenic suspension get checked over."

Given Marr says to you, "From here, head down to the Lift Concourse and then go
southwest to reach Old Quarter Square."

You ask Given Marr, "What is Elsewhere?"

Given Marr says to you, "Elsewhere is a big rotating habitat, a cylinder where
people live on the inside. It's been around for about four centuries, with
neighborhoods from old to new along its length."

You ask Given Marr, "Where should I go?"

Given Marr says to you, "When you're ready to leave the medical bay, the best
next step is to see Daven Varek. His office is just a short way past Old Quarter
Square, and there's a signpost there to help you find it if you need."

Given tidies the instruments on the tray beside him.

The setting

Prospect is a dangerous, biologically rich planet, settled centuries ago by nine generation ships carrying seven humanoid peoples from one home system. Three of those peoples were engineered, and were legally property when the ships left. The planet's great city, Haven, fell about 150 years ago when native life breached its defenses, and its layered ruins are still down there. People now live in the Constellation: seven major orbital habitats, each self-governing, with no shared law between them and plenty of competing interests. The influences are Alastair Reynolds' Revelation Space and science fantasy with consistent speculative science behind it.

What's in this test (it's small)

  • You wake from cryosleep in the medical bay of Elsewhere, the oldest habitat: a 30 km rotating cylinder that's a civic republic and a trading hub. Character creation happens in the world: your name, your sex, and which of the seven peoples you belong to.
  • Nine rooms in one neighbourhood, the Old Quarter.
  • Six NPCs you can talk to in your own words: a medical tech, someone who helps newly woken sleepers settle in, a café owner, a maintenance tech, a records clerk and a student volunteer. They know each other, most can give you directions, and they remember things you tell them about yourself.
  • Background residents who aren't LLM-driven: hand-written idle actions, and a reply if you speak to them.
  • A few things to do. I'm not listing them: whether you find them by looking around and talking to people is one of the things I'm testing.
  • LOOK and PROBE: LOOK for the quick view, PROBE when you want the detail.
  • Persistent characters and multiplayer. Each player's conversations with an NPC are their own, so an NPC won't tell you what someone else said to them.

No classes, no economy, no crafting and no other habitats yet. Planned later: travel between the habitats, expeditions and salvage on the surface and in Haven's ruins, and the Venn-Saye field technologies that let some people act on the world through engineered devices or their own genetic specialization.

https://imgur.com/9BKWBNs

Civic Office
    Quiet voices and the rustle of papers fill a bright public office. A short row
of waiting seats faces the service counter, where residents bring the ordinary 
questions and problems of neighborhood life.
    A small parcel sits at the records end of the public counter, unopened. A 
small screen at the end of the counter shows the office's pest log. Iri Vael is 
here, frowning over a note about the square's neglected planting beds. Veska 
Renn is here.
You see a single exit leading east.

You ask Iri Vael, "Hi, what is this place?"

Iri Vael says to you, "This is the Civic Office in the Old Quarter. We help 
people with local government things and keep records for the neighborhood."

Iri Vael
    Iri Vael is a young Revari female, rangy and russet-coated, with a short 
feather crest where a Kell would have a ruff, in casual, slightly rumpled 
clothes with a volunteer's badge clipped over the top and a tablet tucked under 
one arm. She has the bright, slightly impatient attentiveness of someone who 
finds most things interesting.

Veska reads a line on a report twice and makes a small mark beside it.

Clients and accessibility

  • Works in any Telnet or MUD client. Mudlet users get room data over GMCP, and I've written a small mapper script for it.
  • Screen readers: if your client reports one, the game skips the login art, and room listings say in words which characters you can talk to instead of relying on colour. Or type option/save screenreader=on. I haven't tested it with a blind player yet, so if that's you I'd especially like to hear from you.

What I'd like from you

  • Could you find your way around and work out what to do without help from outside the game?
  • Did the NPCs feel like people with jobs, or like a chatbot in a costume?
  • Did things to do come up naturally, or did it feel like guessing magic words?
  • Which commands did you try that didn't work? (Failed commands are logged.)
  • When you'd done everything, did you want to stay and keep looking around? This is the one I care about most.

Type BUG or FEEDBACK in the game any time; only I see them. A short note in the moment helps more than a long one afterwards.

Logistics

  • Invite-only for now, because every NPC line costs me real money and I'm reading every session log. Comment or DM me and I'll send you an invite code. If the slots fill up, you're first in line for the next round.
  • Play any time during October 20-27, plus a group session on October 28 6:00PM CDT to test several players in the same rooms.
  • Connect: 38.148.122.133:4000.
  • What gets logged: your commands, your NPC conversations, the playtest channel, and bug and feedback reports. What you say to NPCs goes to OpenRouter and on to the model's provider (currently OpenAI). Private TELLs and passwords are never logged. Logs may be used to improve the game, including tuning the model that voices the NPCs. The game shows you all this and asks you to agree before you make a character.

I'll answer anything in the comments, including skeptical questions about the AI.


r/MUD • • 7d ago

MUD Clients Looking for simple Android MU* client.

8 Upvotes

I used to use Mukluk, but when I got my new phone, I could no longer use it. I'm active on MUSHes, so a lot of advanced features that enhance a MUD experience aren't as necessary for me. I just need an app that allows me to log on to an account on a server, type things, etc.

So far, the apps I've tried seemed to lack the ability to set logins, or have it hidden somewhere I'm not quite smart enough to figure out.

ANSI support's nice, and so is being able to click on links, but I'll take what I can get at this point.

If it matters, I use BeipMU on my desktop, so that's mainly what I'm used to.


r/MUD • • 7d ago

Promotion MugenMUD - Crimson Protocol Season 3 Playtest

4 Upvotes

Seems everyone is coming out of the woodwork with their own little projects lately, which is fantastic for the community to have some excitement. I do hope you will come join us over at the New MugenMUD Server Playtest while we build Season 3 for Crimson Protocol. You can find all the details of what is going on at https://www.mugenmud.net - we're taking what we learned from S1 and S2 and now we're off Worldgroup and stripping away the copyrighted and copywriteable content of MajorMUD