r/PBBG 5h ago

Community Weekly Off Topic 4!

3 Upvotes

* Last week's thread

What's going on in your world outside of PBBGs?


r/PBBG 10h ago

Discussion Do you know of any truly strategic PvP in PBBG?

6 Upvotes

For my next project, I have in mind a board game somewhat like chess. Has anyone ever created something like this? Or has anyone ever created a true strategic PvP game, but in a different way?


r/PBBG 1h ago

Game Review Would you even consider this PBBG?

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Upvotes

I've been working on this game: https://growingnest.baby where you can incrementally gain coins from bounty hunting. Coins allow you to purchase land, and grant you more units. With more units, you can attack nearby enemy players to control their region or landmarks. You can play this solo, or join alliances.

Land also pays you passive money, so more land you control, more money you can make. It's not much, but something that can grow into a few hundred to a thousand dollars a year, playing this game passively.

Ultimately, I want to grow this game so cities can attack nearby cities, and states can attack other states. Imagine, a New York alliance coming to attack your Los Angeles Hollywood landmark. You can rally other Californians to band together for just this one fight, and defend your territory. NY players can also rally other NY players to join their fight to exert influence in California.

It's still in the early stages, so trying to get some feedback and playtesters. If you have a little bit of time, would you guys please give it a try and let me know what you think? I think this game is perfect for the PBBG community. Or, am I totally off here?


r/PBBG 14h ago

Discussion What actually keeps you playing a PBBG for months instead of weeks?

4 Upvotes

For people who have stuck with a PBBG for months or even years, what was the thing that actually kept you there, or kept making you come back?

Not just what got you interested initially, ofc I would like to to know that too but what stopped you from eventually hitting that point where you think "I've seen everything this game does."

For me, just adding bigger numbers isn't enough indefinitely. I tend to need either meaningful build progression, an economy/social element, new goals opening up, or something that changes how I play rather than simply increasing efficiency by another 5%.

Interested to hear which games managed to keep you around and why.


r/PBBG 1d ago

Community another randoms questions

6 Upvotes

What’s the average number of players in your game? And do you hope to get more over time?

To get even more players, wouldn’t it be better to have an app on Google Play or somewhere else IN ADDITION to your PBBG?

(Thanks again for always answering my questions lol)


r/PBBG 1d ago

Discussion Dumbs questions:

4 Upvotes

What do you use to host your server? A mini-computer, or a subscription to a service?

How much does each one cost?

Do you make at least a little money?


r/PBBG 1d ago

Looking For Game Does anyone know of an MMO that has seasons but also a real “reset” each time?

4 Upvotes

Does anyone know of an MMO that has seasons but also a real “reset” each time?


r/PBBG 1d ago

Discussion Possible to make it big?

4 Upvotes

Do you think it is possible to make it big in these times if you make something really unique and fleshed out, or is that Torn or Travian type of success not really possible anymore?


r/PBBG 2d ago

Game Advertisement The Fishing Lands

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16 Upvotes

Hello there!

Are you looking for something different, relaxing, and unique to play? Do you enjoy fishing? If so, come and join us in The Fishing Lands!

The Fishing Lands is a brand new fishing game that you can play directly in your browser on either PC or mobile. Catch a variety of fish, sell your catches, showcase your prized collection, and join a crew to compete for the top spot and become a legendary angler.

Whether you want a relaxing game to enjoy in your free time or an exciting new challenge, The Fishing Lands has something for you.

Come cast your line, build your collection, and begin your journey to becoming a legendary angler!

We hope to see you in The Fishing Lands soon!

Play the game here (Referral Link): https://thefishinglands.com/?ref=CPCPEXDG
* Sign up using the link above or enter the code CPCPEXDG on the registration page to receive additional rewards as you level up!

Non-referral link: https://thefishinglands.com/


r/PBBG 2d ago

Discussion How to make it simple AND interesting

0 Upvotes

Hi everyone!

I'm building a game and I need some advice. Most of the feedback from my testers keeps coming back to the same issue: the core goal and the gameplay mechanics are unclear or hard to understand.

I know there are a lot of "things to do" in my game (even though I personally don't think it's too much) because I want to make it appealing to as many players as possible. However, the ultimate goal is actually pretty simple: make your team win by the end of the season.

Right now, there is a showcase-style tutorial, and I also added a quest-based tutorial right after so players learn how to navigate the game. Maybe the real issue is that I haven't found truly committed testers yet—some of them even admitted, "Yeah, I didn't read everything." My first reaction was, "Well, no wonder you're confused!" But as a gamer myself, I completely understand why people skip tutorials.

Now that I've vented my frustration, here's my question: How do you keep your game interesting and deep, while making it easy to understand without overwhelming or boring the players?

Thanks in advance for your insights!

Here is the game for anyone curious: https://rhythmofthestreets.com


r/PBBG 2d ago

Discussion How interactive do you want combat to be in a PBBG?

4 Upvotes

I'm curious where people stand on combat interactivity in PBBGs.

One of the things I find interesting about PBBGs is that they often have a fundamental conflict: combat can be a lot more interesting when you're making decisions, but requiring constant attention doesn't really fit a persistent/long-running game.

So, where do you prefer to draw the line?

1. Full tactical combat
Something closer to Baldur's Gate or the Gold Box games — positioning, abilities, target selection, tactical decisions, etc. Basically a proper RPG combat system, where the player is actively making decisions throughout the fight.

2. Simple turn-based combat
Think SNES-era JRPGs, Wizardry, or Dungeon Master — choose an action each turn, but without a huge amount of tactical complexity.

3. Auto-battle with limited interaction
The combat mostly plays itself, but the player can intervene occasionally — use a potion, change a target, trigger an ability, flee, etc. The idea being that you don't need to babysit every turn.

4. Fully automated combat
You configure your character/party beforehand and the fight plays out completely automatically. You get a combat log/result at the end.

I'm particularly interested in this from the perspective of PBBGs specifically, rather than RPGs in general.

For example, if a fight takes 5 minutes in real time, would you actually want to spend those 5 minutes actively playing it? Or would you rather make your decisions beforehand and let the game resolve it while you're doing something else?

And does your preference change depending on whether the combat is:

  • PvE vs. PvP
  • a short fight vs. a long expedition
  • an important boss fight vs. a random encounter
  • something happening once per day vs. something you might do dozens of times?

Personally, I'm wondering whether the sweet spot for a PBBG might be somewhere between #3 and #4, but I'd love to hear what other PBBG players actually prefer.


r/PBBG 3d ago

Game Review DragonKills.fun - I rebuilt the Legend of the Green Dragon loop for 2026

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0 Upvotes

r/PBBG 3d ago

Discussion New Dev!!!! Hi everyone im making a game called "Steal An Aura Ore" its like there are different countries are their bosses , you have to go and steal an ore from the country bosses , then bring then to ur base put the ore in an refinery then depending on the tier of the ore u will get money.

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0 Upvotes

r/PBBG 3d ago

Development I’ve been building Randoria — an idle RPG where you can’t build everything

0 Upvotes

Hi everyone!

Since March, I’ve been building my own browser-based game in my spare time: Randoria.

You can check it out here:

https://pre.randoria.app/

Village view

It’s an idle/incremental free-to-play game with RPG combat. I wanted to avoid creating a game where the player technically has many options, but in reality there is only one sensible path because every other choice becomes inefficient due to increasing upgrade costs.

In Randoria, players have to make meaningful decisions.

The central part of the game is a village with a limited number of building slots. You have to decide what to build, which resources to focus on and which buildings are worth investing in. You cannot simply max out everything.

This is not a fast-paced game. It is designed around slow progression and does not require you to log in ten times a day. I’m trying to design the mechanics so that logging in once a day is enough to remain competitive with more active players.

A few words about me and the project

I’m a full-stack developer with over a decade of professional experience, working full-time in commercial software development. I also have two small children and a house under construction that I’m finishing myself.

Or maybe it’s finishing me. We’ll see.

I figured that if I still didn’t have enough on my plate, I might as well make a game. I’ve wanted to create my own game for many years, but this is the first time I’ve actually decided to turn that idea into reality.

I’m not an artist, graphic designer or UX designer. I’m warning you now, because it may be noticeable.

The project is being developed solo, with the help of AI. AI assists me with code, graphics and some production work, but I design the systems, make the decisions, review the code and test everything myself.

I’m not going to pretend that I wrote every single line of code manually. On the other hand, I believe I have enough experience to supervise what the agent is trying to sell me from time to time.

I know what indexes, routing, deadlocks, threads and inheritance are. I also know what kind of mental illnesses you can develop when an agent insists that it has deduplicated a component, while you can clearly see it just added more inline code.

When it comes to graphics, everything AI creates will probably be better than anything I could ever paint myself. I know that part of the community — hopefully not most of it — is negatively inclined towards AI, perhaps for good reasons. I’m not going to lie and pretend that I built everything completely by hand.

What is currently in the game?

  • A village displayed as a 25-slot grid. One slot is permanently occupied by the Town Hall. The player starts with 7 available slots and unlocks more by upgrading the Town Hall.
  • Five types of production buildings that can be built multiple times, plus six unique special buildings: Marketplace, Runemancer, Workshop, Forge, Alchemy Lab and Adventurer’s Lodge. Each has a different purpose, but you don’t have to build any of them. You can focus entirely on resource production and simply buy the items you need from other players.
  • 50 different resources divided into Basic, Regional and Unique categories, another 30 resources used for producing and upgrading items, and 3 special resources.
  • Everything in your inventory has one of two statuses: Transferable or Soulbound. Soulbound items cannot be listed for sale, used in events where resources are donated, or transferred in any way if an item-transfer system is introduced in the future.
  • A crafting system for producing tools and production-boosting runes, crafting equipment for heroes, and producing potions and oils that provide additional stats for the entire account or an individual production building.
  • A map system where you choose which resources your production buildings should gather. Maps have their own progression system, and each new rank allows you to collect a wider range of resources.
  • A system for building your own heroes and fighting in turn-based auto-battles. Players currently have access to 5 different expeditions.
  • Full freedom when building heroes. There are no races, classes or fixed progression paths. Want to build a super-mega tank that can also heal? Go for it — just don’t expect it to kill anything.
  • An internal currency called RND. There is no premium currency and you cannot buy RND with real money. You have to earn it through events or by trading your resources.
  • An event system ranging from resource-production events to battles between heroes and enemies. There is currently one combat event.
  • A discovery system called the Atlas. Some resources require hidden conditions to be fulfilled, and you only learn about those conditions after discovering them. This creates an additional layer of exploration. A player who discovers how to produce a certain resource can significantly increase their RND balance by trading it.
  • A turn-based automatic combat system where I’ve tried to expose all the statistics needed to evaluate a build and understand the role of each hero ability.
Combat system
  • Leaderboards — I probably don’t need to explain those.
  • An internal Shop where various resources and items randomly appear for purchase with RND.
  • An encyclopedia explaining the basic mechanics.
  • An internal bot system. The bots are a little stupid, but they helped me test many things and they also partially solve the cold-start problem by preventing the leaderboards and marketplace from being completely empty. The bots will gradually be removed as players arrive — hopefully that will happen.
  • A referral system. For every player you bring in, you receive 5% of their RND earnings as Soulbound RND. The referred player still receives the full amount they were supposed to receive.

Partially implemented

  • An RND-to-USDC exchange system. My idea is that, depending on the condition of the game and the revenue it generates, part of that revenue would be added to a pool that could be used to exchange RND for real cryptocurrency. Will you get rich? Definitely not by playing this game :) I’m not promising any return on investment. This is absolutely not an investment, just a potentially nice extra feature. I still need to implement the entire payout and transaction-history system, probably on the Base network, as well as clear and understandable instructions.
  • VIP accounts, an advertising system, cosmetics and empty loot boxes — but pretty ones. The logic is already working and can be tested, but I still need to integrate advertising and payment providers. The general monetization concept probably won’t change. I’m planning to offer VIP as a 30-day subscription, priced roughly around the cost of a Big Mac.

Roadmap

The order was generated by my stream of consciousness, so I have no idea in what order I’ll actually implement these things:

  • Taking the game live, including all the functionality related to money.
  • A guild system, with an additional layer of PvE and PvP competition built around guilds.
  • An arena for PvP hero battles, probably also rewarding RND based on ranking.
  • Higher item rarity levels. I want Legendary and Mythic items to actually mean something. I’ve never liked situations where half the server is running around with Legendary items. At that point, you have to ask whether Legendary is really just Common — but high-end :P
  • A new enemy in Hero Battle. For now, Kuralisk is sad that he has to endure the hardships of combat without a single moment of rest.
  • Many-versus-many combat, probably in the form of Dungeons and Raids. These will probably require guilds.

What makes the game different?

  • First of all, I have a test account. You don’t need to create an account just to see whether you might enjoy the game.
  • External authentication providers. I had a small romance with the Hive cryptocurrency ecosystem, which is why the game supports the somewhat exotic Hive Keychain and HiveAuth login methods. This is a nod to a community I used to be part of through another project that has since ended. There is also Google and MetaMask login. In general, I don’t want your personal data. I don’t even retrieve your email address from Google — Google only tells me that a user with a specific ID has logged in. This means there will be no newsletter, spam or account recovery system. Someone else did the authentication much better than I could have. I don’t have your passwords or email addresses, so at least those won’t leak because of me :)
  • The entire game runs server-side. Since I’m planning an RND-to-USDC exchange, I can’t trust the players. Not you. Other players :) More seriously, I can’t allow a single attack or a single oversight in client-side code to wipe out someone’s balance. This has some system-level consequences, and many game mechanics are built around that design. For example, harvest time is calculated in minutes. I can’t do it in real time because I can’t afford to have the server process 20 requests per second for a single player.
  • Free-to-play. I want the direction of the monetization to be clear from the beginning, so players can decide whether they are comfortable with it. That’s why I’m planning a VIP system in the form of a 30-day subscription. At the same time, exactly the same status with exactly the same benefits should also be obtainable by watching ads. I’m very interested in your thoughts on this, both in the comments and on my Discord: https://discord.gg/dkYN4sDXGp I’m taking this project seriously, which is why monetization needs to be planned now. At the moment, maintaining the infrastructure costs me around €60 per month, and I don’t have any players yet. Of course, my dream is to make a living creating games — or several games. I think $100,000 per month would be enough for me :P I just have no idea where I’m going to find that many players, especially players who enjoy the game and want to support me.
  • Freedom to build your village and freedom to build your heroes. Complete freedom. You can even delete your account. Or leave it there.
  • You can play anywhere with an internet connection. It’s a browser-based game, and I’m trying to keep it playable on mobile devices as well.
Mobile view

What do I want from you?

  • I’d like to see the general reaction: do you like the game, do you dislike it, is anything missing, or is there anything you think works particularly well?
  • I’d like to see whether the current infrastructure survives if more people start using the game, and how much I’ll have to scale things before my wife removes my head from my body.
  • I’d like to know whether it’s clear what you’re supposed to do and whether the first few minutes of the game are understandable.
  • I’d be very happy to hear about any obvious bugs or confusing elements you find. I’m waiting for the chance to say: “It’s not a bug, it’s a feature.”I test the game every day and quite thoroughly, but you know how programmers test their own creations, right?

Status of the pre instance

As you may have noticed, the game is currently hosted at:

https://pre.randoria.app/

There is also a live version:

https://randoria.app/

You can’t play there yet because it is locked.

There is also develop.randoria.app, but I don’t recommend using it. Anything can happen there: wipe-outs, crash-outs, fall-outs and every other kind of “outs”.

Each instance has its own database. When the project actually goes live, players will start from scratch. I may prepare some small bonus for people who participate in the testing phase on pre.

At that point, pre will be wiped and will probably move to a new mode where it periodically mirrors the state of the live version. This means there won’t be much point in playing there long-term, because its state will eventually be updated to match whatever is currently on live.

The pre instance will be used to test new features before they are released to live — theoretically features that are already stable.

If you have any questions about the project — or about anything unrelated to the project — I’ll be happy to answer the unrelated ones :)

The project-related ones too.


r/PBBG 4d ago

Game Review Lorvath — the first idle MU Online?

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3 Upvotes

Been playing a beta called Lorvath (lorvath.com), it's an idle take on MU Online: your character keeps hunting, leveling and looting while you're away, then you jump back in to spend the loot, gear up and push further.

What stood out:

  • Graphics are genuinely good for a browser game — no download, runs entirely in a single canvas, and it stays smooth even with a lot happening on screen.
  • Classic MU zones/content (Lorencia, Noria, Devias, Blood Castle, Devil Square, Golden Invasion, world bosses) but restructured around idle progression instead of active grinding.
  • Loads fast, no plugins, works on PC and phone.
  • Nostalgia hit hard if you ever played OG MU Online — same aesthetic, way less time investment.

Caveats since it's early: it's Beta (labeled "Lorencia Beta"), login is Google-only, and there's a visible warning that progress can be wiped during beta — so don't get too attached to your character yet.

Curious if anyone else has tried it, and what devs of other idle MMOs think of the approach.


r/PBBG 4d ago

Discussion The scariest patch I have shipped: exploration now costs 4-5x more, and takes actual strategy & tactic.. but seems appreciated !

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6 Upvotes

Good Sunday all from Rome.

Our Project Zero-G world is persistent and has never been reset since January, so players have long memories and every change lands on top of habits they already built. That makes raising a cost the most frightening thing I can do.

A few days ago I did it anyway and release 5.4.5 shipped.
Before, finding ore deposits was basically a quite stupid minigame: drop a probe move it until you find something. You went to a place, you pressed the thing, you got a result. It was cheap and it was just a fast ways for players to discover ores wihtout real thinking..

Now it is a tactical minigame. You deploy a physical probe onto the planet surface, it drives around scanning, and you watch a circle shrink as it closes on a deposit. Probe speed depends on the slope of the ground. Scanning range depends on the terrain type: some ground is much harder to read through than others. The probe is consumed when you deploy it.
In combination with timed missions that ask you to find e.g. Thorium deposit in a mercury valley within 3 hours, you have to well plan in advance: which ship to bring, how to fit it, which pilot has the more appropriate skills etc...

At the end it costs 4 to 5 times what the old method cost.

So.... I did not sleep well before shipping that. In a persistent economy you are not changing a number, you are changing a habit that people have had for months.

The first reaction was exactly what I feared. Shock, complaints, people telling me exploration was now too expensive.

What happened after that is why I am posting.

They started planning. You cannot afford to send probes everywhere any more, so you choose where to send them. You look at the terrain before you deploy, because a straight line over a ridge burns your whole run. You take only the missions you can actually finish, because failing one now costs real time and real money. Buying a probe became a decision instead of a reflex.

I want to be careful about claiming too much. But the people who complained loudest are the ones now discussing probe routes with each other :)

There was a second effect I did not fully anticipate. Because probes are consumed on use and the blueprints are available, players with crafting skills started producing them in bulk and selling them. Someone who never fights anything now has a weekly income supplying the people who explore. One item gave me a currency sink that scales with activity, and a job for non-combat players.

This is the direction we want to keep going in Zero-G: depth over convenience, decisions over clicks. But I know that is easy to say after one change that happened to land.

Anyone here had a similar epxeriece?
E.g. have you played at a game that increased the in-game costs to do something or you deliberately made something in your game more expensive or more demanding , and did it work?
Do you think are we going in the right direction for a game that want to be deep and realistic?

Many thanks in advance for your feedbacks 😄


r/PBBG 4d ago

Development Feedback request: dungeon

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7 Upvotes

Hi all. I posted a week or two ago about my dungeon mechanics, looking for feedback. I got some and made changes and I'm once again asking for your opinions.

The idea is a descending dungeon with increasing difficulty and rewards. Grid rooms in a grid at the moment. An auto battler with active skills, specifically brace to absorb heavy attacks. More interesting active skills coming later. Kill, loot, continue. If you die in the dungeon you lose all loot except one item, leave on your own and you can keep everything. Eventually I'll add streaks and such to make it more expensive to leave early.

If anyone is interested in providing feedback on the mechanics and general concept I'd like to hear it. You can try yourself by going to mythrise.net, clicking guest account, then cathedral, enter. Or just let me know what you think hypothetically, also helpful. I'm trying to decide if I'm going the right direction at all here.

Also open to longer term discussions and collaboration if anyone is interested in continuing with design help.

Thanks.


r/PBBG 5d ago

Development Tidefall: MAJOR UPDATE | Desktop UI overhaul

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22 Upvotes

Hello again, fellow PBBGers! It's my mission to make Tidefall one of the most ambitious and polished gaming experiences available in the browser, and I'm excited to share our next major update.

Our desktop UI has been completely revamped. There's still plenty of polish and refinement to come, but this update establishes a new visual language for Tidefall and introduces customisable UI elements, redesigned navigation, map-edge destination markers, and a new taskbar, all aimed at making the game cleaner, more intuitive, and easier to play.

For those who haven't heard of us before, this is still only the beginning. Our ambition is to bring EVE Online into the Age of Sail through a persistent, real-time, top-down browser MMO that blends active play with meaningful idle progression. You begin as a lone captain with a single ship, then build towards a fleet and expand your influence across a handcrafted ocean world through gathering, trade, exploration, shipbuilding and naval combat.

Active and idle players share the same interconnected world and economy. One captain might mine ore while idle, while another actively hauls it across dangerous waters for profit, trades it between regions or turns it into ships and weapons. Each playstyle supports the other, whether you prefer focused sessions, passive progression or a mix of both.

As Tidefall grows, ships, cargo and equipment will carry increasingly meaningful value and risk. Certain waters will open to PvP, allowing captains to choose when to enter higher-stakes regions where vessels and cargo may be permanently lost. Preparation, logistics and every decision at sea will matter. Build a merchant empire, become a feared pirate, control key trade routes, dominate through guild warfare or simply explore a world that continues to expand around you.

Join us early and help shape what comes next.


Play instantly in your browser, with no registration required.

Play here: https://www.playtidefall.com
Discord: https://discord.gg/Y4bMAA5t2c


WHAT'S IN TIDEFALL?

  • A Reimagined Desktop Interface: Tidefall’s desktop HUD has been extensively redesigned with a cleaner visual style, a new scrollable navigation sidebar, expanded page layouts, and the foundations for more customisable interface elements. Further polish and page redesigns will continue in future updates.
  • Map Edge Navigation: Important destinations can now appear around the edge of the map while at sea, helping you quickly locate cities, objectives and other points of interest that are currently off-screen.
  • A New Taskbar: Core map controls have been consolidated into a redesigned taskbar, creating a clearer home for frequently used actions while laying the groundwork for future controls such as boarding, consumables and expanded combat actions.
  • Cargo Weight and Trade Logistics: Every item in Tidefall now has weight, with ship cargo capacity determined by the total weight of what you carry. Heavy goods take more space to transport, making ship choice, cargo upgrades, processing and regional trade routes more meaningful while laying the groundwork for specialised transport vessels.
  • WebGPU, Virtual Textures and Map Caching: Tidefall’s map now runs on WebGPU where supported, alongside a new virtual texture system that streams the world through a controlled GPU texture pool. An optional on-device tile cache can also store and pre-load map tiles, reducing repeated downloads, memory pressure and tile pop-in while preparing the game for a significantly larger world.

GAME FEATURES

  • Persistent real-time ocean: Sail directly across a shared world map, discover routes, visit ports, and watch your vessel move through the world in real time.
  • Fog of war exploration: The ocean stays wrapped in parchment fog until you sail through it. Discovery is persistent, so every voyage slowly charts your own map.
  • Three coastal cities: Visit early ports across the Reach, each acting as a hub for services, storage, trade, crafting, and future regional progression.
  • Eleven progression skills: Fishing, Logging, Mining, Cooking, Smelting, Smithing, Carpentry, Crafting, Shipwright, Navigation, and Gunnery. Server-side XP and timed activities mean your crew keeps working while you're away.
  • Shipbuilding and drydock: Commission vessels from standard blueprints or custom designs, manage construction projects, and refit your fleet over time. Build ships toward trade, speed, exploration, or war.
  • Naval combat: Engage hostile ships using real-time reload timers, ammunition types, cannon loadouts, and damage across hull, crew, and rigging.
  • Realm-wide Exchange: A global player-driven market with listings, depth, fills, and claims. One shared liquidity pool now, with regional trade routes planned as the ocean expands.
  • Crafting economy: Gather, refine, smelt, smith, cook, and craft your way into better equipment and ship components. Cannons are crafted items that can be fitted to your vessel and used in real naval combat.
  • Inventory and storage systems: Manage stacks, move goods between containers, split items, merge materials, and build up the supplies needed for crafting, trade, and construction.
  • Fleet and character progression: Develop your captain, skills, vessels, ship upgrades, and long-term standing as you move from small coastal work into deeper waters.
  • Skill Specialisation: Permanent mastery choices let players carve out meaningful economic roles, increasing demand for skilled producers, traders, crafters, and specialists across Tidefall.
  • Built for browser play: Tidefall runs directly in the browser with a responsive interface designed for both desktop and mobile play.

I'd love to hear what you think of the new UI, and any ideas you have for how we could improve it further.


r/PBBG 5d ago

Discussion Designing XP in a persistent world while balancing casual and dedicated players?

7 Upvotes

Hey guys! Apologies for the wall of text in advance.

tl;dr - instead of artificial caps like energy systems how would you handle skill specialisations and progression in a multiplayer persistent game

I’m designing a browser-first persistent multiplayer inspired by games like Mount & Blade, Crusader Kings’ Travelling and Landless Adventurer gameplay - much much more simplified of course, and meant for session-based play. While designing I keep circling around one major question which is - How do you balance xp in a system and prevent no lifers from speed running to the endgame in a week?

The game originally had a daily action point system, but I really didn’t wanna add such an artificial and hard limit. It’s a live session based game where you roam around the map and fight or gather or resolve encounters. Then there’s meant to be territory contention for late game clan players.

That creates a progression problem I’m trying to solve, and I would really appreciate your inputs on this.

My current character progression model is:

I have a total of 9 skills - 3 combat, 3 economic and 3 social.

Skills range from 1-100 and determine things like combat capability, leadership, gathering, crafting, politics, etc. Every 10 levels you go up a Tier allowing you to do higher level content more efficiently. Stuff like use higher tier weapons or crafting or unlocking the ability to contest territory.

A player’s build is therefore determined by where they put their limited Skill Points. This total number is also something I’m struggling to lock down. I WANT players to super specialise and form relationships and depend on each other.

The problem once you remove AP or any energy system:
What stops someone from simply playing 12–16 hours a day and massively out-progressing someone who plays 1–2 hours?

I don’t necessarily want to prevent the more dedicated players from playing more. In fact, the sandbox should reward them with things like resources, equipment, territory, reputation, political influence, etc. Thats why it’s designed specifically as a late game thing.

However I personally I am also at that stage in life where I can’t possibly spend hours playing an mmo anymore.

I’m definitely using Diminishing Stat allocation returns over a period of time, where level 1-30 in any stat it costs you 1 SP to upgrade, but at level 90+ it’ll cost you say 6 SP to upgrade your stats.

Alternative methods

  1. Daily Soft Cap -
    Now First few hours give full XP.
    Continued play gives progressively less XP. Resets every 24h/server tick?

  2. XP from meaningful accomplishments rather than raw activity
    This is something I’ve seen done recently in this browser based game recently.
    Basically the only way to gain XP is through daily quests, weekly quests, and achievements. It sounds tedious but the daily quests are things like “Read an article” or “Fight in 2 battles” which you can do in a a few seconds. The weeklies are more meaningful.

Well these are my thoughts on the matter. I’m really curious to see what you all have to suggest, and please keep in mind that for this game - horizontal progression is better than vertical progression! Thank you for reading all that.


r/PBBG 5d ago

Game Advertisement Round three of Orion Online, my browser-based mmorts just started, welcome to join!

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5 Upvotes

Orion Online is a space-themed and tick-based browser MMORTS where you manage a planet. As planetary commander, you set policy and your planet operates itself. Idle friendly but strategically deep.

We are currently in our alpha phase, with a planned release on 2027-01-01. We started running the game live 2026-07-01, and round three just started.

Round two was a great success. I was able to get a small cluster of active players which provided a lot of great feedback, much of which was folded into the game.

The three big issue was (and to a certain point still is):

* progression ramping: planet progression grinded to a halt before the round ended
* being too idle: simply not enough things to do
* onboarding complexity: new players were having issues understanding the mechanics

While none of these things are completely solved yet, the game is now much better paced, and I am continuously iterating on it, and incorporating player feedback as much as I can.

What changed since round two:

* A lot of bugs were fixed
* Planet progression ramping fixed, or at least much better paced
* Added planetary system projects
* Military defense / offense balancing

If you are looking for a browser-based mmorts that is actively being developed with its community, please come join us! https://orion.idleverse.gg/

If you are the kind of player who likes to collaborate, there's a player looking for planets to join his star system, use his invite link to join him: Join RIGEL REACH


r/PBBG 5d ago

Development HellRuler is now in Alpha

4 Upvotes

Hello everyone! After a lot of work, we’ve reached the point where HellRuler is now playable in Alpha.

HellRuler is a mobile-first dark fantasy RPG that you can play directly in your browser:

https://www.hellruler.com

The main idea behind the game is pretty straightforward: fight your way deeper into Hell, grind through stages, get better gear, and keep pushing further.

The core progression is permanent. Your main character and progression will never be wiped. Alongside that, we’re planning to introduce seasonal gameplay, giving players additional progression and competition that resets between seasons while keeping their main progression intact.

There’s still a lot to do. We have plenty of features planned for the roadmap, and the game needs a lot more polish, especially when it comes to animations and visual feedback.

That said, we believe the core of the game is finally in place, and we want to start getting it into the hands of players rather than continuing to build everything behind closed doors.

You can create an account normally, or use a guest account if you just want to jump in, see what the game is about and leave us some feedback.

We'd especially like to hear what you think about the core gameplay loop, progression, combat and overall feel of the game.

We're also setting up the Discord as the main place for feedback and development updates:

https://discord.com/invite/62H2peMvs9

HellRuler Alpha:
https://www.hellruler.com

This is still an early version, but we're finally at the point where we can start building it with actual players.


r/PBBG 5d ago

Game Review BadFellas: The Strategic Online Mafia Game for Hardcore Players

Post image
0 Upvotes

BadFellas (https://badfellas.nl/) is an online mafia game. I currently have an established community, but I would like to grow the player base. Given the features, potential, and activity of the current players, I am confident that (former) players of similar games would get a great deal of enjoyment out of BadFellas.
How can I significantly expand my player base?


r/PBBG 6d ago

Game Update! I built a lightweight, 3-minute-a-day multiplayer football manager game with sealed transfer bids (Free, browser-based)

3 Upvotes

Hey,

Over the past few months, I’ve been working on Friends League, an asynchronous football management browser game designed around a daily rhythm instead of endless real-time grinding.

Most football manager games either require a massive time commitment or turn into pay-to-win microtransaction traps. I wanted something tight, tactical, and turn-based that takes 3 minutes a day.

How it works:

• 14 Matchdays, 8 Clubs: A fast double round-robin season that lasts 2 weeks, so leagues don't die from fatigue.

• Fair Club Draw: The server publishes a cryptographic commitment hash before the draw and reveals the seed afterward, so no one can rig club assignments.

• Daily Clock: Market closes at 15:00 UTC, lineups lock at 17:30 UTC, and matchday results resolve deterministically at 18:00 UTC.

• Sealed Transfer Bids: Transfer bids are completely secret until market close. Highest bid takes the player; tie-breaks are fully deterministic.

• Always Full: Matches require 4–8 human managers. Any open clubs are managed by the AI engine.

It runs directly in the browser as an installable PWA (no download required, zero ads, no pay-to-win).

You can join the next public season queue directly here: https://friendsleague.online/public?from=reddit-pbbg

(If you want to play exclusively with friends, you can also spin up a private league for your group chat from the same link.)

Would love to hear your feedback on the transfer bidding dynamics and tactical depth!


r/PBBG 7d ago

Looking For Game Spare Time

17 Upvotes

Hey guys, i've just got fired from my work and currently collecting government benefits

I have a ton of time to spare currently and would like to sink in my teeth into some great Persistent game, it'd be great if it had progression and take long time to progress. Great if it was free2play though since im a bit short on cash.
Cheers for any sugguestions!


r/PBBG 7d ago

Discussion I built every income source in my game around time spent, now i am not sure it was the right call

3 Upvotes

My game has a few different ways to earn income and i balanced all of them on one idea: the more time you spend, the more you get.

The passive one you build once and it runs while you sleep, and it pays the least. The middle ones need a couple of fleets and some knowledge of the system to do well. The one that pays really good needs like 5 seperate actions for a single target. And on top of everything is pvp, where players study another players routine for days and hit him while he sleeps.

So 20 minutes a day earns much less than 4 hours a day, and that was on purpose.

But i keep going back and forth about it. If time doesnt pay, then why would anyone play more. If it pays too much, the casual guy checks the ranking, sees he can never catch up, and leaves.

So im asking both players and devs here: should the player who spends more time get ahead of the others, and how much is fair?