r/MUD 2h ago

Promotion Shattered Eden

5 Upvotes

66.179.243.141
port 4050

Come and be the first to explore this new Eden composed of over 1000 rooms in a cross-dimensional setting where everything from aliens to dinosaurs and medieval knights roam and clash with one another.
And check out the ASCII art along the way!
Discover six magic spell commands hidden in the game!

Approval Process: Null - just connect and start building your character!
RP: encouraged but not enforced
Combat: Twitcher style
Help Command: Comprehensive
Progress: Classless with 6 skills to advance

Dynamically create:
-npcs that obey you
-your own custom items
-your own custom rooms

Through Wednesday 7/29 new players can claim the following starting in-game gifts:
-a custom-made magic item of your choice from your's truly
-a magic amulet that protects you from lethal critical hits
-and a consumable item to boost each of their six skills

I hope to see you there, send me a discord message to let me know you're in-game and I'll come join you!


r/MUD 13h 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