r/MUD 1d ago

MUD Clients Blowtorch alternatives

10 Upvotes

I am looking for a mobile mud client similar to Blowtorch (android). Unfortunately I bought a new phone and it wont sideload the apk. What I liked about it was the ability to fully customize on screen push button commands. I tried Fado and a few others but they didn't suit my needs. Otherwise, any suggestions of Muds which are mobile browser friendly with their own clients?


r/MUD 1d ago

Promotion Elyisum RPG: a classless , limitless, Light RPG

10 Upvotes

I would like to welcome you the realm of Elyisum

From the magical forests of Tylorus where the great oak has thrived in the center of the tree-built city, and elf's forage and hunt Forest apes for food from the spooling forest. To the dune-covered and sunbaked deserts of Aronsol, where bird-like sorcerers and magi cast mighty spells from the windblown white towers of the city.

Crossing the Desert to the Barren and dead realm of Szagan where bones of the Centaur still lay in the streets ravaged from the demonic invasions hundreds of years ago and nothing moves or grows.

Crossing the Vast oceans where sea monsters lurk trying to catch the unwary captains of questionable sea-going vessels the rocky trading hub of Olbaron homes of the Cyclops sits along the grass-dune cross and plains to the far north of the realm where the old and broken fortress city of Thul'mar sits the faded gory of the old great Hakarren Empire still found in its building and the race of the Specters sit living in the streets, forever trying to measure up to the ghosts of their past.

Elyisum has eight player run cities home to the different races and many small villages, dungeons, landmarks and outposts

spread over three continents with many small islands which can be explored via sailing or with magical means.

The 16 guilds are a distinct organization's that provide direct access to specific skills. A large majority of them are auto-inguilding and most newbies will be able to join the guild of their choice right out of the gate. (can take between 1 to 5 days to be up ranked once in the guild, which allows you to learn more skills)

There are numerous skills in the game (roughly 30 that count towards your 6 skills and roughly 15 common available to everyone) which you can mix and match as you wish. there are no restrictions on your set of 6 skills that you can learn. Each guild has 3 skills. You do not lose skills when you leave a guild (unless you purposely forget them). You can also learn skills out of guild (at +50% the lesson cost). Lessons are how you learn skills. You receive one lesson every 2.5 hours (although this can be sped up multiple ways) when you are connected to the game. If you choose to study offline, you get one lesson every 6.66 hours while you are not connected. This may seem like a long time between lessons at first, but believe me, they come a lot faster than they seem.

The game is a classless, unlike traditional AD&D. You build your RP around the guilds and order you join, and of course in-game character orientation. There is a huge amount of crafting for people who love to craft, magical and physical skills for daily life and PVP focused skills for the killers among us (although you may need a bit of practice before you're ready to leap into this). There are 9 cities with positions available for those interested in ruling, building and expanding their civilizations.

Thank you for taking the time to read my Post

You can connect at http://elysium-rpg.com port 7777

There is a player run discord site https://discord.gg/QNRDt6qU9

If you wish to read a number of (real player reviews of the game before you try it) check out Elysium RPG MUD Listing, Reviews & Voting | MudVerse

As always, I am very happy to answer any questions on here or free feel to PM me


r/MUD 1d ago

Promotion Smudgy the Mud Client end of August Update

20 Upvotes

Hey folks. Smudgy is a free and open source GUI MUD client for Windows, macOS, and Linux. It’s built in Rust and uses TypeScript for scripting.

I first posted about it here in July. Since then, it has reached 0.5.6. I plan to check in every so often when I have something worth sharing.

The part I’m happiest about this time is the work for specific MUDs.

Rites of Passage is a classic Good-versus-Evil PvPvE/PK game that only relatively recently came back online. It was my introduction to the EmlenMUD codebase.

The ropmud/rop-mapper package pair is Smudgy’s take on porting the game’s official Mudlet package. Together, they replace the package’s Qt-flavored Mudlet widgets with Iced-flavored Smudgy ones. You get mapping, group vitals, affects, and channel panes.

RoP’s playerbase has been welcoming and friendly while I’ve worked on the packages. I’d love it if this post convinced even a few folks to go check the game out for themselves.

NukeFire describes itself as “Terminator meets Lord of the Rings meets Mad Max,” which is about right. It has deep mechanics built around remorting, a great playerbase, and is under very active and hard-working development.

I’ve been working closely with NukeFireMo. He has graciously shared plenty of detail about NukeFire’s GMCP data, even though he is building a competing client of his own.

The NukeFire mapper package in smudgy is trying out some new ideas that automatically lay out its older areas that don't fit cleanly onto a grid (or are straight-up mazes). The NukeFire "scripts" package adds widgets for GPS routing, vitals, communications, and a searchable help file/codex tool. Since NukeFire supports multiing, there are some canned multi-character layouts and support scripts too.

ArcticMUD, the long-running Dragonlance MUD, has more ad hoc Smudgy support. There are packages for autoloot, prompt capture, healing and rescue assistance, plus arctic-mapper. As far as I know, it is the first functional mapper for Arctic that anyone has released publicly. The packages are small and can be combined as needed.

Outside of those game-specific updates, these four changes stand out since I last posted in July:

  • You can split a session into panes, stack them as tabs, and move them into separate windows. Layouts are remembered automatically. You and your scripts can also save and load named layouts. Most layout changes happen within one frame without visible jank, making separate combat, navigation, and in-town views practical.
  • The trigger and alias editor has been rebuilt and is much easier to use. Color triggers are also new and can match ANSI colors, styles like "blink" or "italic", or you can build a trigger against a range of triggers. The script support is good too.

js echo( style.red`this works for lines going out` ); createTrigger( style.red(/just like this works for lines coming in/), "say this line was red!"); (I did say the scripts were unapologetically TypeScript)

  • I updated Smudgy’s embedded Deno runtime to 2.9.5. The script engine now starts from snapshots, and packages check for updates in the background. Sessions start basically immediately. New users will have no idea that slow session starts were ever a problem.
  • When I last posted, Smudgy was English-only. GTanger on github has since contributed Traditional Chinese, and haniu03 contributed Polish and Ukrainian. Smudgy is now available in four languages. Thank you both.

I aim to make Smudgy the most performance-obsessed desktop MUD client available. My comparisons use the newest builds I can reasonably test. This time, that meant a brand-new major release from one of the big dogs and a semi-public beta from another. Both included fresh performance work of their own.

In those tests, Smudgy sustained multiple times their network-to-display throughput, with and without triggers. Dumping hundreds of megabits per second through a client isn't exactly a real-world scenario, but the results are enough to make me very comfortable calling Smudgy fast. Really fast.

Smudgy is still new and has some rough edges, but I think it’s quickly becoming a fun client to script, and hack on, and of course play.

You can download Smudgy and read the documentation at smudgy.org. The source is available on GitHub.


r/MUD 3d ago

Building & Design New GodWars Tool

8 Upvotes

Well, I played GodWars for years on Retaliation, I miss it. I finally decided to sit down and see what I can make/create with a GodWars base because the person who owns the repo with GWDeluxe has started messing with it and it created a bunch of entries in my e-mail (notification on from GitHub).

Since I have been developing websites for awhile, I thought I would see about putting it into a website. Well, that led to a tool creation, https://elysiumgw.com/builder, build and create areas export them and stick them in your Diku/Merc/GW MUDs. It will also let you import a full area set and see how they are connected, you can pull in and edit area files, build help files, read through/edit help files.

The MUD itself is still stock while I work on things in the background for it, but I figured I would at least get the tool out there and see if there was any interest or any tips y'all would have. Disclaimer, I did use AI to help with some of the stuff (like tearing through and parsing an area file, AI was much faster than I would have been on my own) Give it a spin, let me know what you think.


r/MUD 4d ago

Promotion DION is up!

12 Upvotes

Game Title: Dion

Mudlet: mud.dion-online.com, port 4000

TinTin++: #session dion mud.dion-online.com 4000

Description: Set in a post-apocalyptic world, many millennia after the fall of civilization. At civilization's height, bright minds discovered a new element with immense power. They thought they could harness it, but realized their folly when it was too late, bringing ruin. Over time, the element's concentration dispursed and settled into the surrounding world, spreading into flora, fauna, and the general environment. This creates some interesting mutations. As races evolved through the following thousands of years, they grew the inherent ability to interact with this element, bringing about "magic".

Explore the wilds, find dungeons (4 player max in each instance!), level up! (There is "help" if you need it)

I am a solo developer in putting this together, so go easy on me.

www.dion-online.com


r/MUD 4d ago

Discussion Any cultivation/xianxia/etc?

10 Upvotes

I saw this post some time ago
https://www.reddit.com/r/MUD/comments/16ks4n3/are_there_any_cultivation_muds/
And i wonder if in those 3 years anyone has found any MUD or MUSH that is in english that is based on the idea of cultivation to immortality, i dont mean as a class in another game, i mean the universe being centered in that concept, mud or mush any of the 2 work.
Thanks for reading this.


r/MUD 5d ago

Help Any former HercMUD folks?

5 Upvotes

HercMUD was active from the early 90s through the mid-aughts, I think. I was active on and off in the 90s, and I have a copy of the source code from '96 or '98 that I've gotten running for nostalgia purposes.

I'd love to have the latest source from around the time it finally went offline, but all my contacts from that time have been lost.

The original coder's handle was Morgan and I think Pilar/Slim was the coder towards the end.

PLEASE DM any info.

Adding a list here of other known player handles so they get indexed by crawlers which could help generate leads.

Staff / immortals:

Arclight, Bytor, Dusty, Kat, Morgan, Mudd, Snow, Trev, Footie, Osiris, Pilar, Ryanne, Wendy, COOLIO, Deadmeat, Devilock, Emerson, Eventine, Humve, Kalamar, Panamon, Aleksandr, Andromeda, Bamber, Cygnus, Elessar, Farkey, Goddess, Klaital, Natureboy, Pider, Rahvin, Shannon, Sparhawk, Sturm, Crestone, Diana, Ig

More imms:

FX, Speedball, Guillermo, BobCat, Kenric, Chase, Stimpy, Mozart, Olibri, Riptide, Hun, Scotia, Kevin, Link, Mallow, Marc, Moses, Dank, Rhys, Gam, Quark, Sly, Omega, Swiftest, Draggon, TimePilot, Yakko, Troll, Puzzle, Opiate, Maalth, Set, Trakis, Phoebe, Chthon, BodyGlove, Skye, Athos, Mammoon, Di, Cougar, Champion, QuestMaker, DL, Metamorpho

Hero-level players, 1996–1998:

Goofy, Floyd, Rock, Clar, Arimus, Buried, DISEASE, Braves, Mitey, Ball, Bone, Ekin, Decomposed, Star, Vampress, Daisy, Fire, Gull, Shea, HYPERBLADE, Mystic, Ra, Decayed, Mystiq, Antilles, Famine, Kas, Dritz, Manson, Murda, Cooljaw, Wildguy, Corbin, Dazed, Outkasted, Nicolo, Silence, Get, Mouse, SUEDE, Thief, Midnight, Chaos, Stan, Swift, Taz, Luc, Maslun, Atlanta, Dead, Ebola, CHI, Wild, Wildman, NePtUnO, Razor, Batman, Cucui, Dread, Korn, Achmed, Impacts

Class record holders (Hercules III & IV):

Spell, Zai, LordSoth, Lem, Exodus, Bugg, Bodda, Diaro, Frost, Herb, Legs, Bugar, Mayhem, Taelia, Stealth, Saihtam

From other MUDs, thanked in the credits:

Cxwq (DarkMUD), Metamorpho (FieryMUD), Trev (Demons Lair)

Since indexing is the goal, here's some more search terms:


r/MUD 5d ago

Promotion I wrote a MOO engine with Python as its in-game scripting language, and am building a virtual world on top of it

6 Upvotes

MegaMOO is a comprehensive pure Python world-building engine modeled on the LambdaMOO paradigm: data and behavior living on objects in-game; live creation and hot world editing--no reload and no restart; an auth and permission system that lets you give builders true authoring power, sandboxed by ownership; a suite of authoring commands that lets you build right out of the box without writing a single line of code, but also puts the power of in-game, on the fly Python scripting in your hands.

A few highlights: There's a SQLite object database under the hood, with WAL crash recovery, telnet and browser players in the same process, MXP links, GMCP, MSSP, MCCP2, and a JSON API that reads and writes from the outside: what an MCP server or AI agent talks to. Spin up multiple worlds and run them simultaneously, just copy and start. A built-in browser client with auto-mapper, triggers, aliases, timers and panels, served from the game itself; and my favorite, a '/'-aliased eval command that parses ordinals and adjective-object strings to run statements and blocks, not just expressions.

Try it out:

https://malifaxlax.github.io/megamoo/getting-started.html

https://malifaxlax.github.io/megamoo/

pip install megamoo

megamoo init mygame

cd mygame && megamoo --dev

Your account name is "wizard." The init string prints your initial password and the last command prints a URL. Opening it puts you in the world. The browser client ships with the server so there's nothing else to install.

I'm building a MegaMOO-based game myself, old-school hack 'n' slash with an emphasis on role-play and mechanics built to encourage and reward player cooperation and collaboration. Swords, Sorcery and Cybernetics in a mutating post-apocalyptic world.


r/MUD 5d ago

Discussion Appealing MUD features?

10 Upvotes

So I have decided to develop a MUD as a hobby and see where it goes. I am trying to an idea of what players look for and in a MUD. I feel confident in the story - I am looking at things like achievements, daily quests, guilds, fast travel, fishing, crafting, etc. What pulls you in as a new player and when does elaborate just become overly complicated? Whatever ya got, even if it is something that hasnt been done before or is rarely done well.


r/MUD 5d ago

Discussion How ti find collaborators

6 Upvotes

Hey, I'm a programmer who thinks to create a MUD/MUSH game using Evennia, what are best sites/places to find like minded people to collaborate with to create something great?


r/MUD 5d ago

Promotion Star Wars: A Galaxy United

3 Upvotes

Howdy, I am building a Star Wars Game (Star Wars: A Galaxy United) using Evennia codebase. The story is an alternate timeline splitting off at the fight between Annakin and Obi-Wan on Mustafar. It's coming along decently, but I find myself in need of grid builders and code testers. The address for the game is
galaxy.twelveohone.com port 5000. It's not fully open yet, but anyone is welcome to hop on and discuss the game.

edit: sorry the original post had some typoes.. those have been fixed


r/MUD 7d ago

Promotion d20MUD: Star Wars New Updates: Provisioners, Chemists, Race Changing, Improved Auction House, Rules-Lite Focus & More

11 Upvotes

Hi everyone, I'm happy to share that we've continued to make improvements to the game over the past couple of weeks.

If you're not familiar with the game, we are a roleplay incentivized MUD set after the events of Episode IV: A New Hope. Our previous post has more general info on the MUD.

Here's what we've been up to:

  • We've added the ability to change one's species at the Black Clinic on Arkanis (which is a new zone as well!). It is pricey and can't be done very often.
  • There's a new Entertainer class capable of giving buffs to other players as they perform. If you've played Star Wars Galaxies, it's reminiscent of that.
  • We've added the ability to easily respec into a template if that is desired over a custom build.
  • We've improved our Auction House system, for easier use and reliable persistence.
  • We've improved the initiative skill to give bonuses to attack, damage and ac for those with high initiative and penalties to those who roll low initiative each round.
  • We've added crash protection for crafting, so if you're in the middle of a craft session and the mud crashes or restarts for some reason, you won't lose your materials.
  • Charmies who die now have any gear on them or in their inventories transferred automatically back to their owner.
  • We've added the provisioner and chemist crafting skills. Provisioners can create food and drink, including alcohol, that give bonuses when consumed. Chemists can make stims, med packs and spice.
  • Farms can be added to houses where players can grow crops to use in food, drink, alcohol, spice, tobacco and cannabis.
  • Beast-like creatures can butchered for materials used in provisioning and chemistry.
  • Spice, alcohol, tobacco and cannabis can all cause addiction, crash/comedown effects and withdrawal symptoms.
  • We've revised the rules of the game to be less restrictive and easier to read. It's just a single page of 11, one-sentence, rules now.
  • We've worked on fixing various bugs, including crash-causing bugs. There's more work to be done here, but we've made significant progress.

Check out the full news articles at https://starwars.d20mud.com/news/

Connect to starwars.d20mud.com port 5500

All the best!

Gicker


r/MUD 7d ago

Promotion Gotta show some love for NukeFire!

22 Upvotes

I've seen some other people post on here about their favorite muds and why they love them and after the last few months I wanted to join in to show my gratitude to the devs behind NukeFire and the players that have made this mud my new place to stay.

I've been blind now for 16 years and I've played a lot of different muds with a wide range of experiences like everyone I'm sure. some great, others quite the opposite. Since joining Nukefire though it's been nothing but a blast! Not only do I love the hack and slash chaos but for me, the real moment this mud stood out was when I started asking about accessibility and things started changing right away for the better. It's been a few months now and I've never had devs be more willing to listen to my feedback and make changes to increase accessibility and work with me and others like me to make it more inclusive.

Part of why I wanted to make this post is because they're working on a NukeFire client which, after 16 years, has officially killed my dependency on Mush Client. I'm sure, like most of you, I had a set up that I liked and when I tried other things it just didn't do the trick. Sometimes the accessibility was bolted on after the fact and it was kinda obvious. It made changing clients tough, but I've been able to send constant feedback as the NF client has been coming together and it's already turning into something I vastly prefer to Mush Client which is great, but I've been hoping to upgrade for a while and just didn't find one that clicks. Now that things are clicking, the NukeFire world has been doing nothing but expanding, and the players have been nothing but great I felt like it was time to swing by and just invite anyone and everyone to stop by.

If any of you are coming in with screen readers in tow don't hesitate to shoot me a message if you need help or have questions. If you're into testing software accessibility come join the fun and lets help build a top tier and completely accessible client!


r/MUD 8d ago

Promotion August 2026 MUDVerse Update

24 Upvotes

Hey all,

I wanted to pass along some updates that I've made to MUDVerse since my last post 6 months ago. The goal remains to provide an easy, mature service to the MUD community that is built to last, and can be relied upon and built upon by the community.

We're about to hit 20 years online, which is wild. Some of the PHP code that runs the site hasn't been touched since 2007. I'm in the process of doing a larger overhaul to the entire PHP codebase, but that's for a future post.

New Features

  • MUDVerse API: Authenticated, rate-limited JSON API for game search, listing details, tags, MSSP snapshots, and player history. Includes API-key management, an account-level API explorer, full documentation, and OpenAPI 3.1 definitions. MSSP wise, we have historical data going back to 2022 though the API currently limits the query to 1 year in the past. If you've got a use case that requires more, email me and I can get you setup. Or if you just want a dump of the entire 2 gigs of historical MSSP data I can get that to ya, cause why not.
  • Listing lifecycle management: Owners and administrators can archive unreachable games. Archived listings retain their historical pages but disappear from search, rankings, discovery, sitemaps, and API collections; saving an updated listing reactivates it automatically.
  • Web Only Games: Added the ability to mark a game as 'web only' if it's only playable from a website. Lets us flag web only games and include/exclude them from search results. Also lets the MUDVerse MSSP / Connectivity crawler ignore these games.
  • Secure game connections: Listings gained an optional TLS port, and “Play Now” automatically chooses encrypted transport when configured. This release also fixed rendering and editing of legacy escaped descriptions.
  • Added a MUD Clients page. If anyone has a client they think should be added, you can email me.

Web Client Update

We use the Dome Client as our client. It's what powers the 'Play Now' functionality on a games listing page. I maintain this client and I've made extensive updates to the web client that MUDVerse uses. It's been fully modernized, and it now supports TrueColor and not just xterm256.

There are too many updates to mention here, but some highlights: Faster rendering, smaller memory footprint in browser, customizable settings, better mobile support.

It's open source and runs on Node: Dome Client (Github) and Hosted Public Client (website). You can clone, contribute, or roll your own if you want. It's designed for MOOs, but I've taken care to support all MUDs. Bugs and feature requests welcome on the repo. Especially if there are issues with a specific MUD and how it renders colors, or various MUD protocols.

Site Wide Game Review

I've reviewed all the games that we detected haven't been online in the last 3 months, and archived listings where the game and website are offline.

  • Archived ~50 games
  • Marked 12 as web only

Other Updates

  • Updated the MSSP crawler bot to the latest Node.js runtime, with better logging, MSSP recognition, and integration with MUDVerse.
  • Improved game description handling so legacy escaped line breaks and apostrophes render cleanly on listing pages and edit forms.
  • Fixed a ton of bugs (thank you everyone who reported issues) especially around updating and deleting reviews.
  • Added a bunch of admin facing reporting so I can more easily detect and triage dead listings and possible web only games.

Boring Server Stuff

  • Went from 0% test coverage to 92% test coverage!
  • Upgraded all our PHP dependencies to their most modern versions
  • Upgraded MudVerse to PHP 8 and a newer version of MySQL.
  • Added several missing indexes to support faster rendering & API calls
  • Moved the site to an updated server (Ubuntu 16 -> 26, ec2 t2.small to t3.micro) for a stronger foundation going forward.
  • Moved the DB from hosted on the instance to be hosted in RDS with better backups (also lets us offer the API as the little ec2 instance wasn't going to be able to support a lot of load on MySQL)
  • Fixed a number of bugs and hardened the codebase to improve security and stability.

MSSP

If your game doesn't offer MSSP, please consider supporting it! This documentation walks you through how to do it. If anyone gets stuck implementing it and wants a rubber duck to talk to and help with the implementation, please feel free to reach out via email and I'll do my best to support!

Feature Requests and Feedback

I'm always looking for feedback, bug reports, and feature requests. Contact info is on the website if you want to reach out.


r/MUD 8d ago

Discussion Genre naming rabbit hole...

12 Upvotes

Hi there, I'm in need of some community help...

I'm in my late 50s, and remember all the MUDs, home computing text adventures, and the like arriving. Good times for role-playing too, as I used to have fun with the early table-top games too.
Now, I look at the MMORPGs, and I feel something has been lost along the way; they're all - for want of a better word - "samey". Designed with combat and gear grind first and foremost, but very little in the RPG part.

To this end, I've decided to start writing the sort of game I would want to play - and I hope some others too. I won't drop names, as this isn't an advert. Whilst not a MUD, it's a retro style graphic game - more akin to Runescape or Ultima - I want the primary drive to be socialising, crafting, and those old-school quality of life things that make (or made) gaming fun. I don't want to kill the same 10 wolves that are annoying Fred, and are still annoying Fred the minute I've gone. I want to be involved in the world, be part of it's social fabric - through politics, journalism, entertaining, bounty hunting, crafting things that people actually want.

I've asked around, and this sort of game is mostly just dumped into the genre "MMORPG", which to my mind brings visions of exactly the sort of thing I'm trying to avoid.

So, I'm asking here, as the MUDs and MUSHs that I used to play are far closer to what I'm trying to build: What genre name, or box, or hashtag am I looking for?

I would welcome any pointers, or discussions on this topic, and if I've stepped on any toes by posting here, I do apologise.

Many thanks for taking the time to read this,
Luke.


r/MUD 9d ago

Promotion Mortals and Monsters — Supernatural themed MUD (alpha), looking for playtesters

13 Upvotes

Hunters work the cases. Monsters wear human faces. Ordinary Earth towns sit thin under Heaven, Hell, Purgatory, and older prisons nobody admits are still leaking.

I'm building **Mortals and Monsters** — a Supernatural-flavored telnet MUD on a custom Python engine (stdlib only, not Evennia). We're in **alpha**, heading toward **beta**. I need people who'll wander, stress systems, and tell me what felt empty, what slapped, and what broke.

**Roleplay**

This is a **roleplay MUD**, not a hack-and-slash-only grinder — but we're **not** a die-hard RPI where you get burned for not knowing every lore detail or not chasing deep scene-by-scene RP.

If you want to level, trade, explore, and interact with people, you're welcome. A lot of big RP MUDs run this way and it works.

What we **do** enforce: direct OOC in character scenes, griefing, and breaking the setting (you're not Luke Skywalker here — Supernatural bones, not random crossover fanfic). In-character tone matters; we're not looking for emoji spam or l33tspeak in play.

**What makes it different**

- **Your body stays when you log off.** Characters become **Echoes** — still in the world, not deleted. Cadence runs offline Echoes through the same loops as town NPCs: needs, jobs, training, crime. Set `sparaccept` for non-lethal spar on your idle body. Reconnect into the same character.

- **Combat reads like a fight.** Math resolves to a battle brief, then separate cinematic style. Train, spar, gravity rooms, momentum/clash, body-part hits, Path signature verbs.

- **Origins, not D&D classes.** Human Paths (hunter, slayer, occultist, medic, soldier, …), monsters (vampire, shifter, ghost, ghoul, …), celestials in vessels (angel/demon/reaper), plus mutant, cosmic, divine, and constructed lineages.

- **Death is a loop, not a menu.** Bodies, spirits, revive/anchor, afterlife routing — logout never means despawn or loot-on-disconnect.

- **The town doesn't freeze.** NPCs eat, work, get hunted in the sewers, fence loot, respond to crime. Haunts, hunter contracts, deputy/justice — shared verbs for players, NPCs, and Echoes.

- **Earth at real geography.** Drive/walk the America overland atlas, vehicles, charter flights, pocket dungeons — not everything dumped next to starter town.

- **More than combat.** Mining, smithing, lifestyle professions (fish, farm, stalk, cook), homestead hooks, planes (Veil, Dream, Empty/Slumber), hunter reagent finishes — Supernatural ontology first.

**Content note:** Gnarly violence and horror/spooky tone. **18+** (mostly liability — not looking for creeper edgelords). Limb **severing mid-fight is off** right now; finishers/decapitate paths still exist.

**How to play**

- **Telnet:** `162.243.50.82` port `4000` (any client; **Mudlet** recommended — GMCP vitals, clickable Discord on login splash)

- **Discord:** https://discord.gg/y6UmXzn7r

- Create a character at the name prompt (password on first login). Free to play.

- In-game: `help` for system topics, `commands` for every verb, `config screenreader` if you want flattened UI

**What I want from you**

Break it. Weird combos, edge cases, "why would I ever do this?" — all welcome.

- **`bug <what happened>`** in-game

- **`suggest <idea>`** for QoL

- Or comment here / Discord

First 30 minutes, combat *feel*, whether the world feels alive when you're solo, and anything that felt off-lore all help. I'll reply in-thread.


r/MUD 9d ago

Promotion Insomnia MUD — a classic MUD with a genuinely modern client

6 Upvotes

We’ve been giving Insomnia MUD a serious 2026 refresh while keeping the terminal firmly at the heart of the game.

Play through our graphical web client: traditional command-driven MUD text, but wrapped in interactive room visuals, clickable objects, maps, character portraits, music and sound, quick actions, and a much friendlier interface for both old hands and curious newcomers.

Underneath, it’s still properly MUD: classes, multiclassing, skills, spells, combat, exploration, quests, crafting, player progression, strange places and the occasional avoidable disaster.

If you miss the depth and imagination of text worlds but want a smoother way into one, come take a look:

https://www.insomnia-mud.com/
https://www.insomnia-mud.com/client

For traditionalists you can still connect with telnet or your favourite mud client at insomnia-mud.com:4000

Feedback, returning players, and fresh adventurers all very welcome.


r/MUD 9d ago

Community Final Reminder - Share a story for MU* History Month!

9 Upvotes

Game admins and longtime players are invited to share a memory from their favorite MUD, MUSH, or MOO! Stories will be published on Writing Games at the end of the month, along with a link to each game.

Deadline to participate: tonight at midnight US Central time.

Details and submission form here:
https://surveys.writing-games.org/mu-history-month-2026-iTtJSr

--


r/MUD 11d ago

Help help me get into the genre

19 Upvotes

i’ve been playing video games my whole life (i’m 23 now) and at a certain point i realised my favourite genre was CRPG. but then it started feeling repetitive and i found out that what i really want is a game where i have control of what is happening, i don’t feel the game boundaries too much and especially i love roleplay.

i discovered MUDs just looking it up online. on paper they are literally the perfect genre for me, but i have problems at really getting into them.

most of them feel very confusing, and even though people are always there to help me, i get confused to what to actually do. because i have ideas, i know what i want to do in my mind, but i feel like the games still force me to do some things but i don’t even understand what exactly…

in addition to this i find very very hard to interact with other players, because i don’t meet a lot of them and when i do they are usually at level 99 while im pathetic. and also, i would LOVE a MUD where the most important thing is roleplay (i would love to create a whole character and spend hours on the minimum details etc) but im also new to this so sometimes i feel like im completely out of the vibe.

muds i’ve tried are alchaea and sindome. the first being too confusing for me because the world is extremely big and i couldn’t figure out where to go to meet people, the second was the best option but i also got problem finding real people and i couldn’t tell who was a npc and who was not so i started randomly speaking to people, and that was also out of character for me.

its fine if i have to look for a 1000h tutorial, i just really want to understand how to enjoy this type of game.

p.s. i was also wondering about something else, being this the first time i come across MUDS in generale. my question is: are fan of this genre rn playing only old muds because they are the only populated ones, so i should go for a classical MUD, or is it better to go for a more recent mud, are people are still making them? are people still getting into new muds?


r/MUD 10d ago

Discussion Creating and Hosting Multiple MU*s

5 Upvotes

I am new to the whole MUD development pipeline. But I have installed Evennia and am in the process of developing my first game.

The thing is I have ideas for multiple games but no idea how it would work to host them. Would I need a server dedicated to each MUD or can I host them all on the same one? Again, new to the whole thing but am willing to learn.


r/MUD 11d ago

Promotion Looking for a few TinTin++ users to test a new MUD client

21 Upvotes

Hello All,

I’m looking for a few longtime TinTin++ users who might be interested in trying out a new client I’ve been working on. Don't worry, this wasn't spun up in a night or a weekend or anything like that. A lot of design consideration, thought, and love has gone into this.

My game, NukeFire, has quite a few TinTin users who have a lot of fun building and scripting their own little UIs, but they also run into a wall trying to make practical use of all the GMCP information NukeFire sends.

I’ve used TinTin for about 30 years, and I also code for NukeFire, so I wanted to see if I could bridge that gap a little. The client has its own native UI and GMCP support, but underneath it I’ve been building a partial TinTin-style scripting backbone so that aliases, actions, variables, functions, events, lists, scripting logic, etc. feel familiar instead of forcing TinTin users to start over with some completely different scripting language.

It is not meant to be a complete replacement for TinTin++, and I’m particularly interested in feedback from people who actually know TinTin well enough to notice where something feels wrong. TinTin users, myself included, are very picky and not very willing to try something new.

If anybody is interested in beating on it a little, let me know and I’ll send you a download link and some documentation.

Aloha,

NukeFire Mo


r/MUD 13d ago

Which MUD? Stealing, Thievery and MUDs. Questions about ripping things off.

38 Upvotes

I love playing thieves and rogues in videogames. Even better, I love games that support stealing as an actual viable, mechanical means of progression.

Most muds and MMO's I've played however, stealing/pickpocketing etc is a frill at best and acts mostly as a novelty for chump change.

Are there any muds where pickpocketing is actually meaningful to the acquisition of gear or income?

I want to get my immersion on and five finger discount my way to riches.

What's out there?

edit: I should mention I'm looking for a PVE experience. I don't enjoy stealing high end gear from other players. I want to sneak through a zone undetected, find a baddy in the corner, lift his dagger or gems and get out like nontheweiser. Maybe fence them to an NPC middle man in exchange for gold etc.


r/MUD 13d ago

Discussion Would you be interested in a Stargate themed MUD?

21 Upvotes

I'm thinking about making a Multi-User Dungeon and I am big fan of Stargate.

Possible features:

- Missions to other planets: transport supplies, trading, defending inhabitants against Gou'ld, Wraith, Replicators, Ori, etc...extractions, attacking something, diplomacy

- Getting sick, getting healed

- Defending the base from incoming threats in live events

- Leveling up you character in military, science and medical skills

- Discovers new addresses

- Take part in starship travel and management

Web client and old-school terminal, free to play.

Are you interested? And would it be taken down due to copyright?


r/MUD 13d ago

Promotion mu*index, a new MU Listing Site.

7 Upvotes

I don't know who actually needs or wants this. But I was tired of MudStats not getting updated with MU*s, even though I love the heck out of that site. So I threw my Telnet Negotiation library at Claude and told it to create a new MU* index site.

It crawls MSSP, checks out i3, and has been seeded (name and addresses) from MudStats and some best effort web searches.

I'm still adding some bells and whistles to it, and evolving its current state, but feel free to throw some constructive criticism at this -- or throw Issues up on GitHub

Address: https://mu-index.com


r/MUD 15d ago

Promotion SPEEDWALKS! (Server Side, holy frack!)

12 Upvotes

Speedwalking is here on Ansalon!

Ok, this one should make getting around Ansalon a whole lot less painful, especially if you're playing from a phone, tablet, one of the web portals, etc. :)

You can now SPEEDWALK RECORD, walk wherever you're going normally, and it'll remember the trip for you. And not just directions — it'll record the other stuff you do along the way too. Open a door, unlock something, scan, look, whatever. When you get there, stop recording (SPEEDWALK RECORD), give it a name, and you've got it for next time.

You can also just type one in:

SPEEDWALK 3s,enter portal,6s,enter portal,7s4e,scream
(Don't do it, lava kills :P)

Already know the route? Add it and save it.

Someone else has a good one?

Copy/paste theirs and use it.

Send yours to somebody else.

Post them.

Borrow them.

Whatever works.

Speedwalks are just text, so they're really easy to share.

And they don't necessarily have to be just for getting from here to there.

Since you can stick regular commands in them...

I'm pretty sure you guys will come up with uses for this that I haven't even thought of yet. :)

They run one action at a time instead of blasting the whole thing into the game at once, and you can PAUSE, RESUME, or STOP them along the way.

That should make traveling way nicer on phones and mobile, and hopefully make playing through the web portals rock quite a bit more too.

Record 'em, make 'em, copy/paste 'em, share 'em, and let me know what you manage to break. :p

For all the syntax and examples:

HELP SPEEDWALK

- Ziv & Co.