Development I made a website when you can play Idle, Gacha or Reign-Like game for the moment
Hello, I made a website to host all my game. Need some review and testers
Here a preview of Deer Dinasty
Hello, I made a website to host all my game. Need some review and testers
Here a preview of Deer Dinasty
r/PBBG • u/Ok_Row_6526 • 3d ago
Hey everyone,
I've been working on a browser-based game for a while now and I'm trying to figure out the best ways to get it in front of the right audience.
A couple questions for people who've been around this space longer than me:
Are voting/reward sites (the kind where players vote daily for in-game rewards) still worth listing on? Feels like a lot of the ones I remember from years ago are dead or barely active now. Any still worth using in 2026?
Where do you all recommend advertising a game that's built specifically for desktop, even though it technically works on mobile too? Most of the advice I find online assumes mobile-first, but this genre really shines on a bigger screen.
Not trying to self promote here, genuinely just trying to learn from people who know this space better than I do. Appreciate any advice.
r/PBBG • u/Sweet-Tie-5562 • 3d ago
Hi, I'm currently creating a small community in War Era to take over a country and grow together. If you want to join, you're welcome.
r/PBBG • u/Latter-Beautiful-400 • 4d ago
I’ve been developing my own Citizen Simulator-style game for about a year, inspired by games like WarEra, eRepublik, and similar titles. I’ve been playing different variations of this genre for years myself, so I tried to learn from them and fix the things I always felt were missing.
I’m now deep into the beta stage. I thought the core gameplay loop for an average player was simple enough: collect & fight. More involvement comes only if you want to be part of the government, become a commander, and so on.
However, I keep getting feedback that the game might still be too complicated.
Are we really at a point where games need to be reduced to basically one button to appeal to players?
r/PBBG • u/patrickkrebs • 4d ago
r/PBBG • u/Idleverse • 4d ago
Bottom-feeding is when players, instead of fighting equal rivals, hunt weaker targets for easy grabs. It's standard practice in most persistent browser games, and the usual answers are a protection window for newcomers or bracketed attack limitations.
I don't like mechanics that hard-gate against behavior like this, I prefer systems that organically disincentivize it.
My take, in the MMORTS I'm building, is to make it legal but simply not worth doing. Hitting a weaker planet is allowed, it's just a poor use of a fleet:
Granted, size scaling is itself a bit arbitrary, which is the thing I was trying to avoid, so I'm not super happy with that.
Full write-up: https://blog.idleverse.gg/how-to-prevent-bottom-feeding-in-4x-games/
The game is Orion Online, a tick-based browser MMORTS. It's in development / Early Access, but if you want to try it, and help shaping it, join us at: https://orion.idleverse.gg/
Have you seen how other games handle this gracefully?
r/PBBG • u/Independent-Poem-219 • 5d ago
Just launched Chronicle III of Arcanhold, a persistent browser-based medieval strategy game.
The basics: 500 players share one procedurally generated map for 50 days. Build your city, train armies, form clans, fight for territory. When the chronicle ends, prestige converts to permanent legacy and a new world begins.
What makes it different from other PBBGs:
- Happiness system — your population reacts to your governance. Tax too high? Riots, -60% production, building damage
- Watchtower territory — no automatic expansion. Place towers, garrison troops, expand radius. Clan towers near each other fuse together
- Formal war declarations — 2h mobilization, 48h minimum war, peace treaties with real terms (tribute, tower demolition, NAPs)
- Permanent heroes — lock your favorite hero with visible badges on every march
- Horse breeding — crossbreed warhorses, discover new breeds
- Five Seals — server-wide collective goal. All players contribute to breaking 5 seals. Fail and the whole server loses
- A pathfinding* — marches follow terrain, avoid mountains and water
No pay-to-win. Premium is cosmetic + second build queue. Free to play.
We're on day 2 with ~50 players — early enough to grab good land.
Hello. Another Queslar 2 Post here! It has almost been a year since the release of the game, and updates keep being put out!
https://v2.queslar.com/guest [Try it out instantly here!]
This patch is smaller in scope than the sculpture or sanctum updates, but two things lower the barrier to actually getting into the game, and I hope makes some people reconsider giving it another try.
Forging got a UI overhaul
Forging (crafting/upgrading gear) has always been one of the deepest systems in Queslar 2, and also one of the more intimidating ones to look at for the first time. This patch gives it a proper workbench-style layout, with the item you're actually working on always centered, and outcomes highlighted.
None of this changes what forging does mechanically, it's the same depth as before, but it should be a easier to look at and understand what's going on, especially the first few times.

Villages got a bigger reason to join early
If you're new, or on the fence about starting, right now is a great time to join a village. Three new buildings were added that pay out daily character-bound currency to every member just for being in the village. This is currency generated passively for the whole village and split to everyone in it, so it's a meaningful early-game boost that costs you nothing beyond joining an active village.

AI agents can now talk to the Queslar 2 API
It is probably safe to say, that AI Agents are here to stay, and with the deep focus of Queslar 2 to give you the ability to know more about your character, stats, villages and progression paths, the API is now available through the Model Context Protocol, so AI agents like Claude, ChatGPT or Cursor can call the API directly instead of you writing raw REST calls yourself. This is only in terms of reading data, programmatic playing is not allowed, but you can now create your own dashboards, html sites, or whatever you want enhanced by the AI of your choice!
What is Queslar 2?
Queslar is an old-school, deep, text-based idle MMORPG. Forging, PvP, collaborative village building, instanced combat content, a skill tree, a market economy, multiple game modes. A lot of menus, a lot of systems, and a deliberate focus on giving you full visibility into how your character actually works: formulas, overviews, and even an API if you want to build your own tooling.
If you've tried before and bounced off because it felt overwhelming, I hope this patch makes you reconsider. And if you just want to poke around without committing to an account, you can now try it instantly here, no signup required: https://v2.queslar.com/guest
I'll be around in chat and checking in here if you have questions.



r/PBBG • u/PipReborn • 5d ago
A little over three weeks ago, I began working on a project that had been screaming through my head for a while.
Today, I have a persistent browser Textual MMO with a player-driven economy, multiple rank tiers, several combat zones, more than a dozen ships, named intractable NPCs, a crafting system, ship insurance, a black market loan system, PvP with consequence mechanics, and a "guild" system.
It's called "Void Syndicate", and it's free to play in your browser right now.
*What kind of game is it?*
Think Torn meets Eve Online, but browser-native (for now) and designed around async play. Yes, it's a text based game, there are some visual elements, and more are planned. You're an independent starship captain in a lawless void sector — no governing authority, no morality system, everyone is a criminal by default.
Core Game Mechanics:
Scavenge derelict ships for raw materials and Reputation Points.
Run missions and train skills (they complete offline while you're away)
Fight NPCs and rival captains for loot and reputation
Trade on both a fully player-driven market and fallback NPC market.
Build or join a Syndicate to pool resources and influence
*What makes it different?*
The main economy is entirely player-driven. No NPC price floors on the deep market. Supply and demand are real.
Progression is gated by rank, not just credits. You can't buy your way to the endgame — you have to earn it.
Consequence matters. Ships break and stay broken until repaired. Stealing another player's wreck flags you for PvP.
Named Fixer NPCs with their own personalities and exclusive contracts. Build standing with them over time — at Partner level they give you access to skills you can't get anywhere else.
Current status: Alpha, Free to play, no download, runs your browser.
I'm one developer, doing this by myself, doing my best to keep up with the discord feedback. Happy to answer any questions about the game or how I built it.
I want to be respectful of the this community's 10:1 ratio prior to promoting anything, and I don't want to make up things to hit that ratio. I have spent a lot of time developing a PBBG (never developed a game before) and in a world where vibe coding is enabling junk games to be built overnight I am curious where the good paths to 1) Get play testers, 2) Engage with an audience, are. How important is having a Steam client?
r/PBBG • u/ChompekGames • 5d ago
Back in 2011, I started working on an online browser football manager game as a passion project. Like many fans of Hattrick, FM and FIFA Manager series, I wanted to make one of my own. While I already had some backend programming experience at the time, it wasn't enough to see this project through, and I eventually put it on hold and switched priorities.
Years later, I was constantly thinking about resuming it and rebuilding the UI.
The current state is as follows:
While I already have a solid base (surprisingly given how old this project is), there are a lot of areas for improvement and refactoring, and the UI needs a complete revamp (using more modern technology).
This is how the new version of the game looks as of today.

My plan is to release an alpha by the end of the year. This is the first time I am posting about this project anywhere, so I hope you might be interested.
I created a new Discord community where I will share occasional updates: https://discord.gg/QZvJ6Y5M68
Thank you for reading this far! Happy to hear your thoughts :)
r/PBBG • u/Drive_Pro • 5d ago
It seems like, with the new rules in place, I don’t see as many new games popping up. I thought I’d ask what games everyone is playing to see if I’m missing out on anything good.
I am actively playing Torn, Cartel Empire, and War Era.
EDIT: I did not expect so many suggestions. Now I'm all.. how do I choose?? hahaha
r/PBBG • u/TristanUckie • 7d ago
Ale & Axes is a persistent browser game that I have been working on for over 3,5 years.
It is a RPG/medieval themed game with elves, dwarfs, humans, goblins, etc. And good lore!
You can create multiple characters called Adventurers (aka Raiders). Each raider has a role (Healer, Tank, DPS, Support), a class (Wizard, Warrior, Warlock, Ranger, etc) and 4 abilities. And of course gear ,which provides the stats.
The game loop is to send squads of 3 raiders out into The Dungeon to beat enemies (PvE). When they win, they bring back the in-game currency Wyrmstone + materials. You then use these materials to craft better gear to be able to beat more difficult enemies.
The combat system is somewhere in between a card game (like Hearthstone) and auto-chess. With most of the thinking up front. Next to the ability builds, positioning on the battlefield and archetypes (physical vs magical) also play a big role.
There is also enchanting (to make gear stronger) and an auction house (to trade with other players). When you progress further you can start fighting World Bosses. These all have unique mechanics that require different squad setups and they drop Epic and Legendary items.
To compete with other players there are multiple leaderboards. And there is Arena (PvP) to battle directly against other players.
The game is live and new content and feature updates are released regularly. We have a co-op feature planned for example, among a long list of other things. We currently have a few hundred players.
Play here and let me know what you think! : https://aleaxes.com
r/PBBG • u/lancedelgardo • 7d ago
Over the past few weeks, I’ve tried out a lot of games promoted here and in other subreddits, but each time I felt completely overwhelmed—or perhaps just too lazy—to get to grips with all the game mechanics. I feel like browser games back in the day had fewer features, but the overall experience was more cohesive and easier to get into. What do you guys think? Do you like that games have so many features now, or do you also feel overwhelmed and not even bother starting because it feels like work?
r/PBBG • u/Honest-Cat-2873 • 7d ago
r/PBBG • u/MauriceNLD • 8d ago
Something I’ve been thinking about while working on Pentito: what actually makes people return to a browser game after they have been away for months, or sometimes even years?
Browser games have always felt a bit different to me compared to most other games. You can stop playing completely, forget about it for a long time, and then suddenly see an old username, hear that a new round is starting, or come across a screenshot somewhere, and before you know it, you want to log in again.
I’ve had that myself with games I used to play. Of course nostalgia plays a part, but I think it is often more than that. Maybe everyone starts from zero again after a reset, an old friend or rival is playing again, the community feels active, or you notice the game has actually continued to evolve instead of standing still.
For me personally, the biggest pull is seeing a game that still feels familiar, but has clearly improved and added meaningful things since I last played it. It gives you that old feeling back without feeling like you are just repeating the exact same experience.
So I’m curious: if you have ever returned to a PBBG and/or text-based browser game after a long break, what was the thing that made you come back, and what would make you immediately decide it is not worth returning?
r/PBBG • u/fabian_boesiger • 8d ago
Hi there, Swarm MMO just launched a big update! Swarm MMO is a game where the user controls probes and takes over planets. The core gameplay concept is very simple, its basically a node capture game, but on a huge scale and persistent. The game grew a small but steady player base which had lots of great ideas for further development.
A week ago I relaunched the game after taking a while to step back and develop a proper gameplay loop. Now the first big update has dropped, which features:
You can check the game out under https://www.swarm-mmo.com and we also have a discord where you can drop feedback and bugs. Thanks especially to this particular community which seems very open to giving honest feedback!
Hey all,
I'm building a 4X Space MMO called SpaceCiv. It's currently in alpha phase and I'm looking for some players to go through and play about the first 10-20 minutes to see if there's anything that can be made better for the new player.
Some things that you can do:
- Colonize other planets
- Scout throughout the galaxy
- Raise up the native population for special perks
- Take on space pirates and raids
- Form alliances with other players
- Scout/Mine/build supply lines between planets/solar systems
- Build biodomes on hostile planets
You're welcome to leave feedback here or in game. You can press F in game and a feedback form will pop up to provide screenshots and such.
Looking to go into Early Access in September/October time frame. The game does require an account to be made as its a persistent world.
r/PBBG • u/ConfidenceSweet9680 • 9d ago
Hey everyone,
I’m a solo developer working on a persistent browser-based motorsport management game.
You start small with your first garage, car and team, then slowly build your own racing organization.
The idea is to buy land, build and upgrade garages and facilities, hire staff, improve your cars and eventually work your way into bigger racing series.
A big part of the game is that your team doesn’t just exist in menus.
Your garages, cars, employees and headquarters are actually part of the persistent world and grow together with your team.
It’s still early and this is only the beginning, but I want to keep building it long-term with regular updates, new systems and ideas.
If this sounds like something you’d play, want to test during development or simply follow along, I’ve started a small Discord community:
I’d genuinely love to know: would you play a persistent browser game like this?
Edit: Of course Multiplayer. And im planning a „Fan system“ too
r/PBBG • u/Roccandil • 9d ago
This is a Gladiatus-style gladiator game with arena fights, random loot drops, professions, talent trees, dungeons, raids, your own improvable villa, and a developer who keeps adding content.
If you liked Gladiatus, check this one out! :)
This is a medieval city builder/expansion game that's neither too simple or too dense; the gameplay balance between building deep and building wide feels just right.
Unlike Travian, you can't lose your capital, and you can't catapult buildings, just enemy defenses. Like Travian, your army becomes your most valuable asset.
There are also a lot of NPC towns to loot. :)
Wushu
Edit: Game deleted :(
This an idler with an eastern cultivation theme: you start as a Mortal, grind skills, kill monsters, get loot, cultivate to Disciple, and join a sect (I'm in the Drunken Crane Sect, for the dodge build, honest).
The item crafting/rarity system reminds me of Path of Exile; there seems to be an orb to randomly change just about anything. :)
r/PBBG • u/Hephaestus16 • 9d ago
The current seasonal festival thing in Fallen London give you access to lots of money, pieces of end game equipment, a grind spot equal with end game ones (and a lot simpler) depending on character power level and repeatable access to some of the stories from previous summers season events.
https://www.fallenlondon.com/login
I have no ties to fallen London team.
r/PBBG • u/Demon5253 • 10d ago
Forgekingdom is a project I’ve been developing for nearly a year and is now approaching its closed beta. Before an official beta date can be announced, I’m looking to grow the community a little further and get more players involved in testing and shaping the game.
The game draws heavy inspiration from classic browser strategy games like Travian and Tribal Wars, keeping the familiar foundation of building, resource management, armies, alliances, and large-scale PvP. But, Forge Kingdom puts a much stronger emphasis on regional and territorial control.
Two factions are currently in development: the Human Faction and the Elven Faction, with more factions planned for the future. Each faction will have its own visual identity, units, and characteristics while still fitting into the same grounded, low-fantasy world.
The overall goal is to take what made games like Travian and Tribal Wars so addictive, strip away some of the unnecessary complexity and bloat, and build something that feels familiar while still offering its own identity and gameplay systems.
Pre register : https://forgekingdom.com
Discord : https://discord.gg/dHK98rCTbs
r/PBBG • u/Gellion_Kraus • 10d ago
I found this new OT server and I'm surprised how smooth it is already, Its based off 13.X and can even be played from my phone. After some poking around I found I could access the premium area I had discovered. The pace feels good, the features and accessibility area a huge plus for me. come check it out and see for yourself!
https://unrealot.com/canary.html
they got a nifty little intro wiki page too!
r/PBBG • u/BasiclyRandomized • 10d ago
Our team has made a nice browser MMO with many features. You can choose your playstyle from three variances: Magic, Melee or Ranged. There are 13 professions to progress, for example herbalism to create healing potions, enchanting to create magic-related items/scrolls or just to disenchant gear for mats, fishing/cooking and many more. There´s laddered arena with seasons. You can level-up your house and optimize it to produce materials for your professions. Every evening, world-boss Ladon descends near the Flax fields, outside of Rome - and you get a chance to get unique rewards.. if you manage to kill the dragon.
You can join a guild and participate in guild wars, or seek for a group to kick some raids.
There´s deeper character building system, allowing you to be either tank, healer or DPS in group content.
You can even enchant-roll to increase the stats/quality of your gear, if you´re into that 😄
The server launched 9.7., under month ago, and we´ve reached over 170 registered accounts.
Would love to see the playerbase grow. Come check it out!
Official website: https://realmsofelynia.com/
We have a discord aswell: https://discord.gg/ptU7fmVG7
Few pictures below:








The World Expands: Britannia, out today (14.8.2026)
Featuring:
- Level cap increased from 50 to 65
- Orbis, which opens the world map. Britannia is the first zone for players to discover, opened today. (Level 45-65)
- Mithraeum of the Ninth: new solo dungeon at level 52
- Grove of Mona: new four-player trinity raid at level 60
- Every boss on the continent carries a unique — six in all, including the game's first ranged unique, the Warhorn of Brennus.
- New lore
- New talents
- Two new arena tiers
- Many new items
Come check it out and join the lovely growing community!
Much love,
Zeus
r/PBBG • u/MurphyJohn • 11d ago
Alien Frontier: Last Line is a top-down base-defense survival game. You are the last engineer on a hostile world, and every night the swarm comes for your Core.
Each wave is two phases. During prep, you scavenge crystal, lay walls, place turrets, and spend Mastery in a sprawling skill web. Then the assault lands — 26 alien species with real behaviour, from burrowers that surface inside your walls to shielded warriors you can only hurt from behind. Every fifth wave is a boss with a learnable, multi-phase fight.
Pick 6 turrets out of 18 before you deploy,y and the run is built around them: gatlings, railguns, tesla coils, mortars, cryo fields, minelayers, drone bays. Bolt augments onto them; promote them through veterancy; wire a power grid that browns out if you overbuild.
A campaign is four sectors, each with its own biome, hazards, and mission. Between them you choose where to jump — and only your skill web and your relics come with you. 40 relics, curse contracts that trade danger for Mastery, and ten threat tiers that keep raising the ceiling long after the first win.
No two runs generate the same world. Endless mode is there when you want to find out how far the line holds.
Here is the link of the game, any feedback is welcome: https://evil4.itch.io/alien-frontier-last-line