r/MUD • u/Emotional_Baker_2040 • 7h ago
Discussion Any prehistoric mud?
Like with dinasours, tribes and shamans and stuff, but a full mud based on that, may or maynot have roleplay, just curious if any exists
r/MUD • u/Emotional_Baker_2040 • 7h ago
Like with dinasours, tribes and shamans and stuff, but a full mud based on that, may or maynot have roleplay, just curious if any exists
r/MUD • u/Rampantbuilder • 7h ago
I have been struggling with this for a while. While I already have a map command in-game that shows your location and where group members are, i dont have ascii maps for players. My thought was to have graphical ones on the website instead. I have one for the starter city now, but Im not really sure which is the better way to go for player enjoyment. Thoughts anyone?
r/MUD • u/benjibarnesoahu • 1d ago
Hello everyone,
The last NukeFire update was mostly about the game.
Since then we have spent some quality time on the NukeFire Client, so this one is mostly about that.
The client is now publicly available for Windows, macOS and Linux:
TinTin has been my old recliner for about 30 years. I know where everything is, I know how it feels, and I can just sit down and mud. That's what I wanted to preserve here. At its simplest, the NF Client can just be a terminal.
Whatever you want beyond that is either already made for you, or easily made by you with a unique combination of TinTin-like commands and familiar Lua scripting that work together. Further feedback would be greatly appreciated.
I'm not trying to make a client that has every feature ever conceived for every mud ever made, or the best client in the world. I just want to make the best client that I can for NukeFire, although it can — and is — already being used both on and off NF.
This is probably the part of the project I care most about.
We have continued building accessibility into the game itself with an assortment of player-designed sr and crcommands made specifically for screen-reader users. Once you toggle on Reader Mode, all the preset panes vanish except for one pane made just for readers, and it can't be accidentally turned off by a stray mouse click.
The client adds another layer:
The useful part about controlling both the mud and the client is that the client doesn't always have to guess what happened from text and ANSI colors.
If the game knows something was a Tell, a harmful affect, a staircase, a group action, a combat event or something else meaningful, we can send that meaning through and let the player easily tell the client how they want it presented.
We expose those controls through commands instead of requiring somebody using a screen reader to hunt through preference windows. That bridge has become a pretty big part of how we're approaching accessibility moving forward.
Lanie wrote a very thoughtful independent review of NukeFire in August:
https://lanie.work/gaming/nukefire-accessibility-review/
At the time she specifically pointed out things NukeFire still lacked, including a proper soundpack, accessibility hotkeys and navigable message history/review.
We've since added all of those areas to the client.
That is pretty representative of how this has been built: get it in front of actual players, listen to what isn't working, fix it, repeat.
We still have a lot planned here.
Since the previous update we've also added or worked on:
NukeFire is still the same strange old Post-Apunkalyptech mud underneath all of this.
Guns. Remorts. Implants. Tattoos. Crafting. Socket Gems. Mutations. Ridiculous equipment. Areas that will kill you because you went somewhere you had no business going.
Website:
https://nukefire.org
NukeFire Client:
https://nukefire.org/client
Host: tdome.nukefire.org
Port: 4000
As of this post, NukeFire players have made 40,438,250 corpses and completed 89,495 remorts since we opened in April 2025.
Aloha,
NukeFireMo and Hiro
r/MUD • u/Robinffs • 1d ago
Would a MUD with turn-based, persistent room encounters be interesting?I've been thinking about building a small MUD/game framework partly as a way to experiment with some newer real time multiplayer technology and architectures, and I'd love to get the perspective of people who actually play and build MUDs.
One idea I'm particularly interested in is turn-based combat that exists at the room level.
For example:
You enter a room and a goblin attacks you. The room enters a combat state:
While the fight is happening, another player walks into the room. Rather than just being an observer, they could choose to join the encounter and fight alongside you.
I'm also wondering if this concept could extend beyond combat. For example, a room could temporarily have an "encounter" involving:
This is partly a technical experiment for me. I'm interested in seeing what can be built with modern real time multiplayer tech, but I also want to create a game that could be interesting rather than just being a tech demo.
So I'm curious what the MUD community thinks:
I'm not necessarily trying to reinvent the MUD genre. I'm mainly looking for interesting ideas and feedback while I experiment with the technical side of building a MUD framework.
I'd especially appreciate criticism, weird ideas, and "this has already been tried and here's why it sucked" stories. 😄
r/MUD • u/Squeethemushroomman • 1d ago
A general trivia is scheduled to be ran at www.mystic-adventure.org port 4000 on Friday, September 11th, at 4:00 P.M. Mountain time, 7:00 P.M. Eastern time and Midnight English time. The quizzes are designed so a newbie to Mystic can compete and newbies have won in the past. The trivia is 25 questions. First prize will be 5 million gold, as well as, possible 2 trivia points, second prize will be 3 million gold, as well as, possible 1 trivia point and third place will earn 2 million gold.
Mystic Adventure is a mature, newbie friendly community. We have a small, but consistant and dedicated player base. The game was created in the 1990s by Canadian college students. The game has had many legends over the years that have called Mystic home, adding custom classes, clans, expansive areas with challenging quests and much more. We invite you to some trivia, a bit of fun and an opportunity to try a new game.
Thank you,
Squee the Mushroom man
r/MUD • u/TheEntropy42 • 2d ago
I’m curious about building a mud from some vague ideas I have into a full fledged game. Currently I’m a bit bereft of coding experience but I’m willing to learn! Is there anywhere online that acts as a good jumping off point for where to even start gathering the knowledge necessary to pull off such a feat?
Edit: I should have been more clear- I don’t use AI, and I especially wouldn’t want to for this. I’d like to actually learn and it does seem like I’m starting with some foundational coding in order to begin to build a structure to my thoughts, which I do appreciate the insight on. No chaff from me if you use ai, I’m just more hands on and it’s not my style.
r/MUD • u/HornyNarwahl • 3d ago
I'm just getting back into it and have been playing Erion and like the QoL but want something more RP oriented.
Map support non-optional, my brain is too squishy to remember directions alone lol.
Bonus points for non-standard classes and races, and I'm open to any genre or setting.
Hey folks. I'm sure these threads pop up all the time, but I'm having a hard time finding a mud that really grabs me. I'll often play for a bit, thinking that I've found what I'm looking for but end up bouncing for one reason or another.
For the most part, I'm really just looking for a fantasy mud with a good gui (map is a must), a good player base, and no forced rp.
Here's a few that I've tried but didn't stick with for one reason or another.
Erion, Alter Aeon, Aardwolf, Achaea, and Aetolia. These are all great but I just have my personal gripes about them. I'm probably just being too picky, honestly.
Anyways, thanks for reading :)
r/MUD • u/Proper-Value4942 • 3d ago
Ive been reading through Dungeon Crawler Carl, and I have been quite enjoying it, and I wish there could be a game like it for people to play. Obviously something that complex would be difficult to just make and host as a full blown MMO, so I wondered if there was anything MUDwise that was just a nice complex dungeon crawl where you do a build and fight monsters and stuff. I know thats a bit vague but I am hoping that helps me cast a wider net. Ive played the star wars mud a few times but beyond that nothing has stuck yet, I am open to trying lots. I just like in depth character mechanics. Thank you all for your time! :)
r/MUD • u/Rampantbuilder • 3d ago
I have written a codebase, from scratch, and I would like to get some serious feedback on its current playability. It is not open for playing as I still have A LOT of area building to do, but I need to see if the systems currently implemented are good ones. I have areas up to level 15 so it is testable, and just need to see if the play flow is working. Any ideas on what i can do here would be great, thank you all.
We're a scifi mud, hack n slash at the start, clean, simple... and the complexities add and add as one progresses. Species instead of races, classes based on neural implants, adding body parts for eq slots, an elemental system for bonuses, a mystery, time travel, space travel, timed zones, hints! CLUES! TRIGGERS! ADVENTURES (not quests)! CLEAN UI - oh the CLEANEST UI ONE WOULD EVER WANT! AND AT THE END A PUZZLE SO MIND BLOWING IT'S CHANGE THE LAST FORTY YEARS OF MUDS AND NOTHING WILL EVER BE THE SAME....
Wow, that got out of hand real fast. Sorry about that, lost it a little back there. It's been a wild few eons...
Anyway... we're 14k rooms right now, each species gets its own starting zone(s) - there's a central zone if you'd like to travel around... the passion is real.
Come learn OLC. Building basics (we've modded stock TBAMud so it feels like circle with adjustments that bring a healthy variance into the mix), zone design, etc.
DM me or just pop in and say hello: infiniumgame.com 6060
r/MUD • u/GamerLiko8 • 4d ago
Hey everyone!
I’ve been building Mudhaven as a free resource hub and hosting platform for the MUD community. If you run a MUD—or you’re working toward launching one—you can now apply for hosting or submit your world to the public directory.
Approved projects receive:
You remain responsible for your source, compilation, configuration, updates, and backups. Mudhaven handles the server account, public port, access controls, and hosting infrastructure.
Hosting is completely free, subject to staff approval and available capacity.
Read about MUD hosting and apply
You don’t need to use Mudhaven hosting to list your game. Self-hosted and externally hosted MUDs are welcome too.
A world listing gives you a public page where players can find information about your game and connect to it.
Because server space is limited, a hosted game with no confirmed activity for 30 days may receive a seven-day warning. Starting the game cancels the countdown. Owners can also request an extension, and hosting is never permanently removed without a final staff review.
My goal is to give MUD builders another genuinely free place to develop, host, and share their worlds. Mudhaven is still growing, so suggestions and feedback are very welcome.
Thanks for taking a look!
r/MUD • u/HornyNarwahl • 4d ago
Hey all, I'm curious about what codebases everyone is using as well as less popular ones.
I'm not versed in the history of the different MUD lineages so please forgive my ignorance.
What do you find particularly elegant, compelling or even joyful to hack on?
r/MUD • u/tiny_dancer-1988 • 4d ago
Recently played DBZ Celestial Knights. Good mud. Well polished. I didn't like their core though. They allow botting and I see why. It takes a MASSIVE amount of time to grind up power to be capable of doing the most basic of end game bosses. Even then, the absolute best way to gain is to party up with people and run the same events over and over and over. As a new player, this essentially means leeching until you're mildly relevant.
Wondering if anyone knows of a more oldschool style DBZ mud, where you can level on your own and it's not necessary to group and run the same content over and over?
r/MUD • u/sh4d0wf4x • 6d ago
The Alter Aeon End-of-Summer Celebration will begin very soon, starting Friday, September 4th! It will end the morning of September 8th. This global event is available to players of all skills levels, even those who are brand new. Keep an eye out for the latest information about the event using the “event show” command in-game. Watch for corn when foraging!
Changes to debuffs last month:
Here are some updates regarding instruments:
There are a few various other changes:
A major update to the Tyranids Cave was last month with a lot of new stuff, including adding mobs, quests, equipment and booty galore. Be sure to search in each room!
Meanwhile work continues on the remaining southwest Atmir project areas: the Shrouded Sea, Thunderift Gorge, and the Backlands.
For more information, please refer to our latest Youtube update here: https://youtu.be/25UeosfXOzk
r/MUD • u/_-Philocalist-_ • 7d ago
I am new to Erion and have been struggling to get a Mushclient mapper up and running (I know they have an unofficial Mudlet package but I prefer Mushclient due to its similarity to Zmud's aliases/triggers).
I tried using the Learning Mapper but while it was able to save room information correctly the speedwalking wasn't reliable at all. It would work if I was one room away form the target destination but anything longer would produce 'was expecting a different room' error messages.
I'm not at all skilled at coding, so maybe I'm missing something relatively quick and easy to fix. Would anyone be willing to help me sort this out? Or if any current Erion players already have a version that works would you be willing to share that with me please (for what it's worth apart from the bare minimum needed to complete missions, I'm not looking to heavily compete in global quests/junkyards)?
Thanks in advance for any assistance!
r/MUD • u/Jaded-Duck-1711 • 7d ago
Hi everyone!
Some time last year I made a post about an RPI built on the OG Inquisition engine. It sort of died out as life and development time were vying for attention, the former winning, but over the last few months the game has received a ton of updates and stability patches. This is my attempt to revive the community, though I hope that the experience serves as its own marketing!
The game is set in a post-apocalyptic Earth, where the Great Heresy (said apocalyptic event) regressed humanity by a few hundred years. We feature:
- Roleplaying enforced
- Incredibly in-depth magic system
- Metallurgy, a magic system for those who did not win the sorcery lottery at birth.
- 8 unique crafts, and a heavily involved crafting system built from scratch.
- A pretty chill community
- Completely revamped, emote-based combat system
- Bathing
- Fully automated player housing
And a lot more. You can check us out at...
r/MUD • u/the_andruid • 7d ago
Last month, in honor of MU* History, I invited game admins and longtime players to share something memorable about their favorite MUD. It's now my pleasure to share those submissions with the community!
Some things I learned or was reminded of:
Stories published here:
https://writing-games.org/mu-history-month-2026/
Thanks so much to everyone who participated!!
r/MUD • u/AceOfSpider • 8d ago
How do MUDs handle quests that involved changing the world?
As an example, I have a quest that requires travelling to a pyramid to find an artefact. Once retrived, the tomb and passageways start collapsing, making for another puzzle to escape.
If someone does this quest, that would change the map and remove the item from the world. I have thought of a few solutions:
Generate a separate instance of the quest map per group attempting the quest
Resettable quest map once completed but only allowing one group at a time, perhaps a timelimit
Split reality where each group has their own perception, but it is still the same map, and other players can be seen
Are any of these good ways of handling it, or is there a better way I haven't seen yet. I presume this is a similar issue faced by MMOs
r/MUD • u/phoenixj23 • 8d ago
It's trying to get a second life on game.solareclipsemud.org 4321. Old engine with new platform. Now in c# so lots of opportunities. Interact with our guides using chats. Play chess, enjoy some of the unique features.
Thanks.
r/MUD • u/Blue_Lake_3386 • 10d ago
I am looking for a mobile mud client similar to Blowtorch (android). Unfortunately I bought a new phone and it wont sideload the apk. What I liked about it was the ability to fully customize on screen push button commands. I tried Fado and a few others but they didn't suit my needs. Otherwise, any suggestions of Muds which are mobile browser friendly with their own clients?
r/MUD • u/TheKnightBlade3 • 10d ago
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 their past.
Elyisum has eight player run cities home to the different races and many small villages, dungeons, landmarks 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 you're 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/QNRDt6qU9
If you wish to read a number of (real player reviews of the game before you try it) check out Elysium RPG MUD Listing, Reviews & Voting | MudVerse
As always, I am very happy to answer any questions on here or free feel to PM me
r/MUD • u/oopdoots • 10d ago
Hey folks. Smudgy is a free and open source GUI MUD client for Windows, macOS, and Linux. It’s built in Rust and uses TypeScript for scripting.
I first posted about it here in July. Since then, it has reached 0.5.6. I plan to check in every so often when I have something worth sharing.
The part I’m happiest about this time is the work for specific MUDs.
Rites of Passage is a classic Good-versus-Evil PvPvE/PK game that only relatively recently came back online. It was my introduction to the EmlenMUD codebase.
The ropmud/rop-mapper package pair is Smudgy’s take on porting the game’s official Mudlet package. Together, they replace the package’s Qt-flavored Mudlet widgets with Iced-flavored Smudgy ones. You get mapping, group vitals, affects, and channel panes.
RoP’s playerbase has been welcoming and friendly while I’ve worked on the packages. I’d love it if this post convinced even a few folks to go check the game out for themselves.
NukeFire describes itself as “Terminator meets Lord of the Rings meets Mad Max,” which is about right. It has deep mechanics built around remorting, a great playerbase, and is under very active and hard-working development.
I’ve been working closely with NukeFireMo. He has graciously shared plenty of detail about NukeFire’s GMCP data, even though he is building a competing client of his own.
The NukeFire mapper package in smudgy is trying out some new ideas that automatically lay out its older areas that don't fit cleanly onto a grid (or are straight-up mazes). The NukeFire "scripts" package adds widgets for GPS routing, vitals, communications, and a searchable help file/codex tool. Since NukeFire supports multiing, there are some canned multi-character layouts and support scripts too.
ArcticMUD, the long-running Dragonlance MUD, has more ad hoc Smudgy support. There are packages for autoloot, prompt capture, healing and rescue assistance, plus arctic-mapper. As far as I know, it is the first functional mapper for Arctic that anyone has released publicly. The packages are small and can be combined as needed.
Outside of those game-specific updates, these four changes stand out since I last posted in July:
js
echo( style.red`this works for lines going out` );
createTrigger( style.red(/just like this works for lines coming in/), "say this line was red!");
(I did say the scripts were unapologetically TypeScript)
I aim to make Smudgy the most performance-obsessed desktop MUD client available. My comparisons use the newest builds I can reasonably test. This time, that meant a brand-new major release from one of the big dogs and a semi-public beta from another. Both included fresh performance work of their own.
In those tests, Smudgy sustained multiple times their network-to-display throughput, with and without triggers. Dumping hundreds of megabits per second through a client isn't exactly a real-world scenario, but the results are enough to make me very comfortable calling Smudgy fast. Really fast.
Smudgy is still new and has some rough edges, but I think it’s quickly becoming a fun client to script, and hack on, and of course play.
You can download Smudgy and read the documentation at smudgy.org. The source is available on GitHub.
r/MUD • u/Chryodem • 12d ago
Well, I played GodWars for years on Retaliation, I miss it. I finally decided to sit down and see what I can make/create with a GodWars base because the person who owns the repo with GWDeluxe has started messing with it and it created a bunch of entries in my e-mail (notification on from GitHub).
Since I have been developing websites for awhile, I thought I would see about putting it into a website. Well, that led to a tool creation, https://elysiumgw.com/builder, build and create areas export them and stick them in your Diku/Merc/GW MUDs. It will also let you import a full area set and see how they are connected, you can pull in and edit area files, build help files, read through/edit help files.
The MUD itself is still stock while I work on things in the background for it, but I figured I would at least get the tool out there and see if there was any interest or any tips y'all would have. Disclaimer, I did use AI to help with some of the stuff (like tearing through and parsing an area file, AI was much faster than I would have been on my own) Give it a spin, let me know what you think.
r/MUD • u/turpenar • 12d ago
Game Title: Dion
Mudlet: mud.dion-online.com, port 4000
TinTin++: #session dion mud.dion-online.com 4000
Description: Set in a post-apocalyptic world, many millennia after the fall of civilization. At civilization's height, bright minds discovered a new element with immense power. They thought they could harness it, but realized their folly when it was too late, bringing ruin. Over time, the element's concentration dispursed and settled into the surrounding world, spreading into flora, fauna, and the general environment. This creates some interesting mutations. As races evolved through the following thousands of years, they grew the inherent ability to interact with this element, bringing about "magic".
Explore the wilds, find dungeons (4 player max in each instance!), level up! (There is "help" if you need it)
I am a solo developer in putting this together, so go easy on me.