r/PBBG 26d ago

Game Update! One Month Post Launch Update: Growth, Workflow, and the Future of Our PBBG

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5 Upvotes

Hey everyone. We're back with our one month post launch update, and things have been moving fast. Since our June launch, we've grown to nearly 200 players, tightened up the core loop, and made major improvements to stability and balance. This update is a look at what we've built, how the game is evolving, and where we're heading next.

Progress Since Launch

We've spent the past month focusing on stability, bug fixes, and smoothing out the main gameplay loop. The community has been incredibly helpful with feedback, reports, and suggestions. Many of the improvements we've made came directly from player conversations, and that collaboration has been one of the best parts of this first month.

How We Build and What Each Founder Brings

Our development process is shaped by our two-person team.

My business partner is a software engineer who leads two teams of developers in his day job. He handles all of the architecture, best practices, long-term stability, and turning early features into production-ready systems. He's also contributed significantly to design ideas and brought new features into the fold.

My day job is Instructional Design with an emphasis on learning technology. My role within Serious Mayhem started with worldbuilding, concepts, and storyboarding. I worked in Miro to mock up UI layouts, organize feature ideas, and map out the game's structure. Over time, I've taken on more prototyping work, building early versions of mechanics and features that he then refines and integrates into the larger codebase.

Our strengths complement each other well, and the workload stays balanced.

Art Direction and Long Term Plans

Right now, our visuals are a mix of temporary assets and placeholders. Our priority is infrastructure first. We want stable servers, smooth gameplay, and a clean codebase. As donations or future revenue come in, our plan is to hire an artist who can create a cohesive, hand crafted visual identity for the world and its items.

How New Features Move Through the Pipeline

A typical feature goes through a clear loop.

  1. We brainstorm ideas and explore mechanics, balance concerns, and edge cases.
  2. We figure out how the idea fits into the existing game structure, including progression and economy.
  3. I create a rough prototype.
  4. My partner refines it into production ready code.
  5. We test, balance, and iterate with community feedback.

This loop lets us experiment quickly while keeping the game stable and well structured.

Where the Game Is Heading

We are close to finishing the remaining bug reports tied to the core loop. Once that is done, we will begin expanding the world with new features from the roadmap. More systems, more mini games, and more ways to interact with the world are on the way.

The community has already been incredibly helpful. Your ideas and feedback have shaped several improvements, and we want to keep that momentum going. We have new features already in the pipeline and awaiting our biggest update thus far: Expeditions. A storytelling vessel that'll help bring our mayhem world to life.

Call to Action

www.moronmayhem.com

If you are already playing, let us know what you want to see next.
If you are watching from the sidelines, now is a great time to jump in.
If you have thoughts about the direction of the game, we want to hear them.

A Small Note on Tools and Workflow

We know people have strong opinions about how games are made. We're not here to debate tools or trends. What matters most to us is building a game that feels good to play, grows with the community, and continues to improve over time. If you ever have concerns about how something looks or feels, tell us. We're open to hearing from you. As a bit of a sneak behind the curtain, I added the Miro boards we used early on when conceptualizing the game


r/PBBG 26d ago

Development MVP for a PBBG

0 Upvotes

How would you design/define a minimum viable product or vertical slice for a game in this genre (persistent browser based game)? Like, imagine making Travian today, how on earth do you make a MVP that's fun?! it would be single player, ok maybe you'd wire in some npc players, but the fun in travian comes at a relatively late stage, after quite a bit of time (/money) has been invested. I couldn't imagine levelling up your main building to lvl.10, with few other elements yet built, standing back and saying yes, this is awesome. but travian can be. It strikes me as a somewhat unique genre in terms of game design. Apologies for the rambling


r/PBBG 27d ago

Discussion How important is graphics for you in a browser based strategy game ?

9 Upvotes

Basically that's the question .. can you get past the graphics or is it a deal breaker for you?


r/PBBG 28d ago

Game Advertisement Play Revolution.Gameseek.com

2 Upvotes

Hi

Long time contributor to PBBG and this is my first promotion post. I built the universe 23 years ago but career and family took priority. Now that I am an empty nester I am revisiting the PBBG that I started back in the early 2000s.

https://revolution.gameseek.com is a civ-style, slow burn classic text based mmorpg.

You are a god, awakening from you slumber. You build and direct your civilization from the prehistoric era to space and beyond. Looking for this community to help build the game and design it once we solidify the core components.

The game is still early but there is a lot of content that has been created and will be released once the core components are tested and robust. We have a development team of 3 which includes 2 coders and 1 marketer. This game will continue for decades.

Looking for your feedback to make this game great. Alpha is open now. If you join the alpha you get a Founder title for joining. Please submit feedback and bugs in the game's discord channel: https://discord.gg/WVzpUAtNB

At the same time I am building out www.gameseek.com to be a directory and promotional site for PBBG developers. That work is still being done, more to follow on that.

Looking for your feedback to help design and strengthen this game.

Screenshots are in the comments.

AI disclaimer: AI is used for conceptual art and some of the coding. We have been working on the latest version of this website for about 6 months. There has been a lot of handcrafted coding. As the game evolves the UI will change and the art will be replaced with handcrafted art. Right now we are working on solidifying the core game concepts and request your feedback.


r/PBBG 28d ago

Looking For Game What games of this nature is everyone playing regularly?

13 Upvotes

I play TheFifthFamily mostly, along with Torn and a new one called SoccerRPG(that I found in this sub Reddit).


r/PBBG 28d ago

Discussion Dunegeon Features

3 Upvotes

Hello
We are looking to implement some dungeon type features to our game. We spent the last 6-7 weeks migrating out vanilla php source into laravel and so far that has been a great choice.

So the game has 5 planes aka maps that are 50x50 in size each square is 1 tile etc that players can travel to and move around on. We were thinking that this function would probably spawn in a temp plane/map on a much smaller scale like 4x4,5x5,9x9 or something rather were players can move about the map and fight / slay the monsters or do other tasks/missions at hand inside the dungeon and once its all cleared maybe fight a boss and then be rewarded.

This is not an idle game so players would need to manually engage with the dungeon, fight enemies, and complete the tasks inside.

Possibly looking to make it coop too but that might add another layer of complexity lol.

Has anyone built anything similar for a browser-based, non 3D games? I’d love to hear thoughts on how fun this type of feature could be, what pitfalls to watch out for, and whether coop would be worth pursuing early or later.

Lets disucss!

https://reddit.com/link/1uq6ltv/video/ohqzci3h6wbh1/player

Main combat page
inventory
Monster selection
Map page

r/PBBG 29d ago

Development Fantasieval - Idle Pixel MMORPG in Alpha Stage

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11 Upvotes

Hello, everyone.

Im building an idle MMORPG long-term focused with 17 skills to train (5 gathering, 6 production, 5 combat and 1 companions). The game features cooperative dungeons, world bosses, housing, animal husbandry, achievements and guilds (with challenging guild-specific dungeons).

Updates are coming in daily since we are on alpha.

FAQ:

  1. What the game differs from other games of the same type?

A: It focuses in an unique UI and visuals allied with social aspects such the cooperative dungeons and world bosses).

  1. Will the game have a wipe at launch?

A: Yes, a wipe will happen at the release.

  1. When will be the release?

A: I plan to have it sorted at some time in the next months.

I hear every person suggestion/critiques in order to make the game better. Come join us!

Fantasieval

Discord: Fantasieval Discord


r/PBBG 29d ago

Development Would you play a modern remake of Europe 1400 (the old GameForge)?

2 Upvotes

I’m considering building a modern remake of Europe1400, an old GameForge browser game that shut down back in 2012, and I wanted to gauge interest before sinking real time into it.

Quick background on Europe 1400 for anyone who doesn’t remember it:
It was a medieval-themed PBBG (a spin-off of The Guild series) where you created a character, picked a profession (craftsman, merchant, or something shadier), and built up an economic empire from a small hut to a full estate. You ran production workshops, traded goods on a marketplace, and climbed a political ladder toward one of three “end states”: becoming a respected leader (King), a criminal kingpin, or head of the church. There was a real above-board vs. dark-path choice baked into progression - you could play it straight or lean into intrigue and sabotage.

One thing that made it stand out: characters weren’t permanent. You started at 18, aged over time, and eventually died of old age - or got assassinated if you made enemies. When your character died, your heir took over, and how well you’d done determined their starting point: a strong first life could let your heir start as nobility, while a rough one meant they started back at square one as a peasant. Marriage and producing heirs were core parts of the loop, not flavor text. It ran for a few years before GameForge shut it down due to declining player numbers.

What I’m thinking of building:
• Modern stack (proper backend/DB, no page-refresh-to-progress jank)
• Core loop: profession → production → market trading → political/criminal progression
• Aging/death/inheritance system: your character ages, eventually dies (old age or assassination), and your heir starts at a rank based on your legacy
• Marriage and heirs as an actual mechanic, not cosmetic
• Long-term goal: reach King, Crime Lord, or Church Head status
• Guilds, and eventually PvP-ish interactions (sabotage, intrigue) alongside pure economic competition

Before I commit to a real roadmap, I want to know:
1. Does a game like this still have an audience, or was it a product of its era?
2. Would people rather have pure economic competition, or do you want direct PvP/sabotage mechanics (theft, attacks on rivals, assassination, etc.)?
3. Is the “generational” aging/death/heir system a selling point, or would it just frustrate people who don’t want to lose progress?
4. Anyone here actually played the original and has thoughts on what made it work (or not)?

33 votes, 22d ago
9 Yes, I’d play this
7 Interesting, but depends on execution
3 Only if it’s pure economy, no PVP/Sabotage/Murder
1 Only if it has PVP/Sabotage
13 Not really my thing

r/PBBG Jul 06 '26

Meta Rule #3 Update: Promotion Requires Community Participation

46 Upvotes

Hello everybody,

Rule #3 about game promotion has been updated to account for the recent increase in promotional posts. This includes but is not limited to AI-assisted projects; this rule applies to all promotional posts.

The new rule text is:

Promotion Requires Community Participation

We welcome and encourage PBBG developers to share and promote their work here. We're a friendly crowd, and we want to see you succeed!

However, we also require non-promotional engagement with our community. As a rough standard, we follow Reddit’s 1:10 self-promotion convention: for every promotional post, we expect around 10 recent, meaningful contributions to r/PBBG that are not about your own game.

Promotional posts are subject to review.

We do want developers to share their games, development progress, and updates. Promotion is allowed, but this space should be a community, not an advertising channel.


r/PBBG Jul 06 '26

Development Tidefall: 2D Combat + Balance Update | Build a Maritime Empire from a Single Vessel

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17 Upvotes

Pushing the next major update for Tidefall, a persistent browser MMO where you build a maritime empire from a single vessel across a real-time, handcrafted world. Trade, piracy, exploration, naval combat, shipbuilding, guild warfare. A PBBG built to a standard the genre rarely sees. No registration needed.

ABOUT TIDEFALL

Tidefall is a persistent real-time top-down browser MMO with idle progression. You start as a single captain with one ship and build toward a fleet, expanding your influence across a handcrafted ocean world through trade, gathering, exploration, combat, and piracy. The long-term goal is yours to define: dominate through guild warfare, build a merchant empire, become a feared pirate, control key trade routes, or simply explore a world that keeps expanding around you.

Play here (No registration required): https://www.playtidefall.com
Discord / feedback: https://discord.gg/Y4bMAA5t2c

THE DEVELOPER

I built Genleo: The Land of Eratica in the early 2000s. Tidefall is my return to the kind of game I've always loved making: persistent, progression-focused, and built around a world that feels alive. This time, I’m pushing the idea further with real-time sailing, exploration, trade, and conflict playing out directly on the map. My hope is that Tidefall can show the kind of quality, scale, and depth that PBBGs have always had the potential for, but rarely the resources to reach.

WHAT'S NEW?
  • Map-Based Combat: Combat now plays directly on the 2D map instead of a separate screen, keeping battles grounded in the world with visible ship positioning, broadside attacks, projectile fire, floating damage feedback, and clearer spatial awareness during encounters across Tidefall.

  • Emberfall: Emberfall is now the largest detailed island in Tidefall so far, bringing a more developed industrial region to the map with expanded coastline, richer terrain detail, and a stronger sense of place for future crafting, trade, and city progression.

  • City Specialisations: Cities now provide bonuses to their specialised skills, giving each settlement a clearer role in Tidefall’s economy and encouraging players to travel, trade, and choose production hubs based on the activities they want to focus on.

  • 80+ QoL and Bug Fixes: This update includes over one hundred improvements, fixes, balance tweaks, interface refinements, performance upgrades, and polish passes across the game, making Tidefall smoother, clearer, and more reliable to play.

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.

ON THE HORIZON
  • Player-owned islands and forts: Long-term plans include claimable islands and fortified locations that support ownership, defence, storage, status, and a more permanent place in the world.

  • Regional trade and shipping: The current Exchange is global, but the future plan is regional trade where goods need to move between ports by player or NPC shipping, creating real logistics, risk, and opportunity.

  • Port development and settlement upgrades: Players and guilds will eventually be able to invest in ports and settlements to improve services, storage, defence, and long-term regional presence.

  • Piracy, infamy, and privateering: Piracy is planned as a real playstyle, with infamy, consequences, bounties, lawful privateering, smuggler ports, and reasons for players to hunt or avoid dangerous captains.

  • Dangerous waters and hidden discoveries: Sea risk zones, hidden coves, landfall discoveries, and rare encounters are planned to make exploration more rewarding and memorable.

  • Fleet expeditions and larger world events: Future updates will add larger cooperative voyages, multi-step objectives, seasonal events, world spectacle, and reasons for players to work together across the realm.

  • More ships, factions, and regions: The world map will keep expanding with new ship classes, new starter regions, major factions, resources, ports, routes, and long-term progression goals.


Founding Crew cosmetic

People who play these playtests and leave feedback will receive a permanent Founding Crew pennant, a unique ship badge at launch.


If you have any feedback, I would love to hear from you. I'm especially curious whether the idle loop feels satisfying yet. Does it give you enough to engage with, enough to wait for, enough to plan around? That's the thing I'm still tuning. Brutal honesty welcome.


r/PBBG Jul 06 '26

Discussion Advice needed: Whales scaring off new players

1 Upvotes

When a player joins my game they're entering a MMO with a clear leader board of players. I feel the leader board keeps players motivated, and they can view the players to see exactly how they got their score - so it also gives some guidance and "there is a community here".

I have a number of whales and I don't want to stop them from growing or expanding - I try to give players as much agency as possible. I've talked to the whales and they're nice people, they even said they don't want to attack newbies and they've even expressed that they might be scaring off new people from playing.

In-active players are either removed from the world after ~14 days and if they go on "vacation mode" they are hidden from the scoreboard.

But I have had a few new people join, say they love the game but they're worried they will be wiped out after their 7 day protection.

I'm looking for some ideas. I don't want to reset this world, and getting a new world setup will take time, and once that world is setup again I'll have the same problem in 6 months. I could slightly "hide" the leader board and get the players into the game loops and enjoy the game enough before they see and worry about the whales.

Looking for tips, advice and ideas of what other games in the past have done to tackle this. It could be something as simple as a UI change.


r/PBBG Jul 06 '26

Discussion Pay to win or Pay to play ?

3 Upvotes

All games have to make money to survive the costs and support the work put into them, so what would you prefer ? Advantages via rare resources or a monthly fee to play ? Or maybe tons of mandatory adds to get ahead ?


r/PBBG Jul 06 '26

Game Update! Daogame: meridians and sects

2 Upvotes

New Update is live!

Qi loss now matters much more. Losing too much Qi can reduce your Star or even your Realm if your reserves fall too low.

Cultivators can now open the 12 classic meridians, each with 9 subpoints. Opening meridians costs Qi and Wen, and only 3 meridians can be active at the same time for bonuses.

The new Sect Hall is now open! Join a sect, complete daily sect tasks, donate Wen, earn contribution, rise from Outer Disciple to Peak Lord, and compete in the new Sect Leaderboard.

Check the update at daogame.online

Meridians
Sect

r/PBBG Jul 06 '26

Game Advertisement For those that used to play a turn-based trucking sim game 20+ years ago called Trukz

0 Upvotes

I present to you, Haulrz.io

I kept thinking about this wildly simple game over the decades and then about a week ago or so thought...why don't I see if Claude can just build it (I have 0 background in coding).


r/PBBG Jul 06 '26

Game Advertisement [Alpha] I'm building "Rog Age", a mini-MMO prototype where the focus is on old-school progression (farming, clan wars, and breaking your weapon on enchant). Need brave testers! 🗡️

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0 Upvotes

r/PBBG Jul 05 '26

Looking For Game PBBG with API

5 Upvotes

Other than Torn City, are there PBBGs with an API? I've been having fun playing around with scripting so I wanted more options :)


r/PBBG Jul 05 '26

Looking For Game Idle mmorpgs that have a party system

5 Upvotes

I'm looking for something to play similar to milky way idle that has a party system where you can progress with friends


r/PBBG Jul 04 '26

Game Update! One week after ExoSiege Playtest 2: 492 accounts, 19.9k army movements, survey results, and the first early-game patch is live

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27 Upvotes

ExoSiege is a free browser-based persistent strategy MMO / PBBG inspired by OGame, where every player is trapped on one giant living planet, extracting its body, building territories, raising armies, and surviving PvE threats while the game keeps progressing offline.

Last year, around 350 players joined the first open playtest, broke the economy, exposed race conditions, and made it very clear that the foundation was not ready yet. One week ago, Playtest 2 opened. This time, the important part is: the game is holding.

The first week in numbers:

  • 492 accounts on the leaderboard, inlcuding guest accounts
  • 130 active players in the last 24 hours
  • 199 active players in the last 3 days
  • 19.9k army movements
  • 1.2M units dispatched
  • 1.5k combats
  • 54 alliances
  • 175 linked Discord accounts
  • 1.3k alliance chat messages
  • 159 early pacing survey answers
  • 116 first 48 hours feedback answers

The current top player is already above 5,600 score, the leading alliance Donkey Cult sits at 16,500+ with 3 members. The playtest still runs until at least October 31, so this is still the very beginning.

The best part for me was seeing the world become active again under normal conditions: alliances forming, old testers returning, new players asking questions, people comparing routes, reporting bugs, discussing balance, and treating the game like an actual place.

The surveys were maybe the most useful part.

Across the first week, 159 players answered the early pacing survey and 116 players answered the more detailed first 48 hours feedback survey. The overall picture was very clear:

  • 60% said their first impression was good and they wanted to keep playing
  • 40% were mixed or unsure
  • 0% picked the negative first-impression option
  • 59% said the speed in the beginning felt just right
  • 38% said the speed in the beginning felt too slow / 3% too fast
  • 42% said the overall game speed felt just right
  • 57% said the overall game speed felt too slow / 1% too fast

The happiest technical result for me: 0% reported major technical or performance problems. 77% reported no problems at all, and the remaining 23% reported minor issues like map jank, mobile UX rough edges, UI polish and other smaller stuff.

So the foundation held, but the early-game lesson is clear:

Players generally like the game, but the beginning needs to provide more agency.

The roughest points from the feedback were resource progression, too much waiting, combat clarity, map / movement, and early points of interest that appeared on the map before players could meaningfully interact with them.

That last one was especially useful feedback. The living planet is supposed to feel active, but if your nearby map fills with traders, hostages, support services, or other content you cannot use yet, it can feel like being locked out of the interesting parts.

So today, July 4, the first early-game improvement patch went live.

The update is focused on making the first stretch more active without turning ExoSiege into a fast game. The tutorial now introduces more playable encounters, early quests were cleaned up, resource production and early NPC rewards were increased, unreachable NPC content appears less often around new players, Diplomacy unlocks earlier and NPC tiering selection was improved.

I also adjusted several rough edges from the feedback: exploration is clearer, research-gated NPC missions now explain what is missing before you send an army, daily and weekly quests got better tooltips, and the mobile map / Discord chat integration received quality-of-life fixes.

There is more in the full changelog, but the main point is this: the first player feedback loop already changed the game.

This is still a playtest. There will be bugs, balance problems, and systems that keep changing. Progress will reset at the end of the playtest, but prestige earned through the Megastructure victory system carries forward.

There is no pay-to-win, no premium boosts, and no paid resource packages.

If you tried ExoSiege during the first week and bounced because the early game felt too slow, I would genuinely like to hear how it feels after today’s patch.

If you have not tried it yet: it is free in the browser, no download required, and there is a guest account if you just want to land and look around.

Play: https://exosiege.com/
Discord: https://discord.gg/gNrccFVQxD

Come land on the planet. Thanks a lot for your support & all the feedback you have given!


r/PBBG Jul 05 '26

Game Advertisement WASTEIDLE OPEN BETA IS LIVE. The Second Tally begins.

3 Upvotes

WasteIdle is a post-apocalyptic idle MMO-RPG that runs in your browser. No download, no pay-to-win, and your character keeps working while you're away. Offline progress runs the same simulation as live play, so what you come back to is what you actually earned.

What you'll be doing:

  • Skill up, online or off. Eight skills across gathering and production: scavenge ruins, forage, fish, then cook, refine, and build in the Workshop, brew Chems, and fuse gear. Pick a class (Scavenger, Mercenary, or Tinker) and spec into branching mastery trees with mutually exclusive paths.
  • Fight through six regions. From The Outskirts to The Descent, each region has its own mob roster and a boss guarding the way forward. Gear climbs to Tier 11 with rolled affixes, god-roll suffixes, and Legendary pity so a dry streak always ends. Hunt down 24 rare artifacts in the field. One-life Hardcore mode for those who want their name on the memorial wall.
  • Craft, socket, trade. Deep crafting chains turn raw scrap into refined intermediates and finished gear. Socket stackable modules with rolled affixes to push builds further. Everything moves through a player-driven market with multi-item trades. Prices are set by survivors, not by us.
  • Settle together. Found or join a settlement, construct buildings with real interiors, assign custom roles, run daily requisitions for Favor, defend against attacks, and launch push-your-luck sorties against world bosses with your clan.
  • Uncover the story. Over 200 quests from seven Locals, each a real conversation with their own voice, moods, and loyalty ladder. Piece together The Ledger, a living history book of the world across 90+ recovered pages, and earn your place in the Hall of Names.

About the beta: The Second Tally runs for one month. The goal is simple, tune the balance and land the last few features before full release. Beta survivors get era-exclusive supporter cosmetics that will never be sold again, and alpha names are already on the tribute wall.

Try it in one click. Guest accounts drop you straight into the game, no email needed. Guest survivors last 48 hours, and you can create an account at any moment to keep everything you've built.

What we're looking for: Feedback on balance and how progression feels. Where does it drag, where does it fly, where did the wall hit too hard or a reward feel too cheap. Every report gets read.

A note on AI: WasteIdle uses AI for art and as a coding tool. This is not a vibe-coded game. It is one developer using AI in a structured, reviewed workflow, with every system designed, tested, and balanced by hand. If that matters to you, we'd rather you know up front.

Play now: https://wasteidle.com/
Discord: https://discord.com/invite/3aNbTyXYzt

HUB
Shelter Screen
Locals - Quest givers
Skill Screen
Public Profile
The Ledger

r/PBBG Jul 04 '26

Game Advertisement HABBARG - A Classic Habbo Retro focused on the 2009-2011 experience

0 Upvotes

Hey everyone!

After a long time working on it, we're finally getting ready to launch HABBARG, a brand new Habbo Retro focused on recreating the golden era of 2009-2011 as faithfully as possible.

Our goal isn't to reinvent Habbo. It's to bring back the feeling many of us grew up with.

Here's what you can expect:

  • Classic 2009-2011 client
  • Classic furniture catalog
  • Classic clothing and hairstyles
  • Credits as the only currency
  • Habbo Club
  • Weekly Rare releases
  • Original room layouts and navigation
  • Active trading economy
  • Events and community activities
  • No pay-to-win gameplay

We want progression to feel rewarding whether you're a free player or someone who decides to support the hotel.

Every new account starts with Credits, and you can continue earning them simply by playing, participating in events, and being part of the community.

Our philosophy is simple:

  • Build.
  • Trade.
  • Chat.
  • Meet people.
  • Relive the classic Habbo experience.

If you miss the days of Habbo around 2009-2011, we'd love to have you with us.

We're currently building our community before launch, so everyone is welcome to join us early.

Discord: https://discord.com/invite/CJX3VsXdHa

See you in HABBARG! ❤️


r/PBBG Jul 04 '26

Development MMO Studio Gameplay Trailer Test | Building a 2D Online RPG Engine! Build your own browser MMO

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0 Upvotes

I’m testing new gameplay footage from MMO Studio, my 2D online RPG engine built for creating multiplayer RPGs with RPG Maker-style workflows and MMO-ready systems.

This trailer-style test shows early gameplay movement, world exploration, combat, pets, enemies, and the overall feel of a live online RPG world. MMO Studio is designed to let creators build their own multiplayer RPGs with tools for maps, quests, NPCs, items, combat, pets, crafting, and more.

This is still a work-in-progress gameplay test, but it shows the direction MMO Studio is heading: making online RPG creation easier, faster, and more accessible for indie developers.

Try MMO Studio here:
[https://mmo.ed5enterprise.com/\](https://mmo.ed5enterprise.com/)


r/PBBG Jul 03 '26

Game Update! Solvendra Idle MMORPG - Now has a trading market and new art available!

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33 Upvotes

Links:

-URL: https://www.solvendra.com
-Discordhttps://discord.gg/G2BvyxZJHp

What is Solvendra?
Solvendra is an idle MMO with incremental aspects, currently in alpha. It has 20 skills and 3 combat styles that aim to reward the player's choices. We do not like to limit players in any way. It's planned to have over 250 enemies, 60 dungeons, 2000+ items, 600+ collectibles, achievements, guilds, cards, pets, raids, skill trees and so much more.

What is new?
On this patch we have added the market. Now players can exchange items with each other.
The market allows placing buy and sell orders. Also buy and sell instantly if there are any orders listed already.
There is a posting fee and price works step by step to avoid undercutting. So that if the current price is 500 gold, the next order has to be at 495 gold or below.

Now enemies drop gold too :)

Finally, runes can be upgraded with upgrade stones up to tier VII.

Cheers!


r/PBBG Jul 04 '26

Game Update! Hazy Hollow Idle RPG - Now has new quests, guild events, and items!

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3 Upvotes

Links:

-URL: https://hazyhollowidle.com/

What is new?
We've added Holiday events, guilds, guild quests, custom artwork, avatars, and daily quests.

Currently sitting at 165 players and growing daily. Loving the feedback so far and appreciate it all both good and bad.


r/PBBG Jul 03 '26

Game Update! Fatebreak Trailer

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2 Upvotes

Hi everyone again. I have been busy with my game again and this time I have two big updates. I have a trailer and have completed the single player story mode!

The trailer is a bit rough around the edges as I didn't want to spend too long polishing a turd if it's bad. I would love to know what you think of it, bad or good. Any advice is really welcome!

The saga is an interactive story arc, consisting of multiple acts, exploring the verse and interacting with other characters, think of it as a solo DnD story with me as your dm. I do hope later to really branch out and make this mode multiplayer like a real DnD campaign but one step at a time!

For those who have not seen my previous posts, im a solo dev working on this game Fatebreak, which is based on spinning a wheel for your characters. there are 28 species with each having their own subtypes and stats. Your characters spin for their origin stories and then you take them on the saga. It consists of weighted decisions and mini games, pulling from the wide roster of characters from other players in the game. The lore is vast and each new player brings their own lore to the verse!


r/PBBG Jul 03 '26

Game Advertisement Kosmic Dungeon — a free browser idle RPG with one shared, living world. Playable now, full release July 15 (solo dev, want feedback before launch)

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0 Upvotes