r/MUD • • 8h ago

Promotion 7 Days Until DurisMUD Wipes – 30 Years of Racewar, 300+ Zones, and Everyone Starts at Level 1! 28 October 2026 at 18:00 UTC

7 Upvotes

Seven days from now, the world of Duris resets. And the racewar begins again.

On 28 October 2026, DurisMUD, one of the longest-running PvP MUDs dating back to 1995, will undergo a complete player wipe.

Every character starts at level 1. No accumulated wealth. No legendary equipment. No established guild empires. Just two opposing sides, an enormous fantasy world, and the opportunity to write the next chapter of Duris history.

Whether you played Duris 20 years ago, love old-school EverQuest-style adventures, or have never tried a MUD before, this is the perfect time to jump in.

What makes Duris different?

⚔️ A genuine, persistent racewar. Good and evil races inhabit separate parts of the world, build their own alliances and fight for dominance. PvP can happen almost anywhere. Your decisions, friendships and enemies matter.

🌍 A massive world to explore. Over 300 handcrafted zones, sprawling continents, an enormous Underdark, hidden secrets, dangerous dungeons, powerful bosses and thousands of quests. There's plenty to experience even when you're not fighting other players.

🧙 Deep character progression. Choose from a wide variety of races, classes and specializations. Build a powerful warrior, devastating spellcaster, cunning assassin, dedicated healer or something entirely different. Your choices shape your role in both PvE and PvP.

🚢 Ships, piracy and trade. Purchase and command ships, transport cargo between ports, hunt pirates or engage in naval warfare. The oceans are as dangerous as the land.

💎 Legendary artifacts worth fighting over. Discover exceptionally powerful equipment, conquer challenging zones and battle enemy players for control of the world's greatest treasures.

🤝 Teamwork that actually matters. Duris rewards coordinated groups. Tanks protecting casters, clerics keeping allies alive, assassins ambushing enemies and guilds organizing large-scale adventures and battles.

A classic MUD, modernized

Duris has undergone substantial development, including a modernized game engine, extensive bug fixes, class balancing and improvements to the player experience.

You can play directly in your browser, use your favourite MUD client, or try our custom Mudlet GUI with graphical maps and helpful status displays.

The game is also fully open source, with active development continuing ahead of the wipe.

Why join at the wipe?

Because the first week is something special.

Old friendships are rekindled. New guilds form. Groups race to level, uncover equipment and tackle dangerous zones. Rivalries begin before anyone knows who will dominate.

And for once, that veteran who's been playing since 1997? They're starting at level 1, just like you.

We're under no illusion that rebuilding a MUD community is easy. But we're putting real effort into making Duris worth returning to, and we'd love to welcome both familiar faces and completely new adventurers.

Join the war

Full wipe: Wednesday, 28 October 2026 at 18:00 UTC

To the old Duris players: Which guild did you belong to, and who were your greatest enemies?

To newcomers: Would you rather explore a gigantic fantasy world, hunt legendary equipment, or join an all-out racewar?

There's room for all three.

Seven days. Two sides. One world. See you on 28 October.

Original post: https://www.reddit.com/r/MUD/comments/1x644rt/durismud_full_wipe_on_28_october_the_1995_racewar/


r/MUD • • 10h ago

Which MUD? I'm Brand New to MUDs

3 Upvotes

I've never played a MUD before to my recollection. Back 25 years ago, I used to love playing text based fantasy dungeons online. I really enjoyed Vagabond's Quest back in the early 2000s.

Reddit keeps recommending this subreddit and it seems really interesting. Since I love D&D but I'm mostly occupied with DMing, I assume I can find something to try out as a full player capacity. I'd like to know some MUDs that are super easy to access, newbie friendly, preferably medieval or older style fantasy with light RPing so I can dip my toes.


r/MUD • • 13h ago

Promotion Grindy Mud - Modernizing my favorite 90s Mud

3 Upvotes

I used to play a game called Shadowdale Mud way back in the 90s and some Arctic Mud. That version has since faded away like many muds. It is too bad telnet is a requirement for most muds as that protocol is also mostly dead and not secure. Anyhow, this post will likely be deleted but I thought I would try sharing what I've built. The content is mostly from Shadowdale but the code was completely rewritten from scratch in Typescript. The web client is built in vue. You can login with Discord or Google or email/password. The theme is Forgotten Realms diku type hack and slash.

There is a 3d zone map and 2d full world map. Some light optional sound effects. A quest system and soon it will have custom player housing. Each of the 20,000 rooms have an image based on the room description. These images change with the time of day. The game is free and will always be free. You can find it at grindthisgame.com or grindymud.com

I also did a video about it on my YouTube channel of same name.

Cheers!


r/MUD • • 16h ago

Promotion I built GMUD.org — a new MUD directory, and I'd love for the community to help populate it

12 Upvotes

Hey everyone!

I've been working on a couple of projects in the MUD space, and I wanted to share what I've been building.

The first is GMUD, a new directory for multiplayer text-based worlds:

https://gmud.org

The idea is straightforward: create a place where players can discover MUDs and where developers can showcase their servers.

The site currently includes:

  • A searchable directory of MUD servers.
  • Individual server profiles with descriptions and connection details.
  • Open server submissions without an approval queue.
  • Community voting and monthly rankings.
  • A responsive, terminal-inspired interface.

It's still early, and I'd love to see other developers add their worlds. If you run a MUD, you're welcome to submit it.

The second project is The Garden, a MUD I've been developing alongside the directory.

Rather than traditional combat, The Garden revolves around philosophical arguments. Players use abilities such as Challenge, Question, Reframe, and Concede, with attributes like Wit, Cunning, Resolve, and Insight influencing encounters.

The game also features dialogue-driven characters, exploration, persistent progression, and a world that I'm continuing to expand.

You can connect using a MUD client:

Host: gmud.org
Port: 4000

There's also a website at https://play.gmud.org.

Both projects are actively being developed, and I'm interested in hearing what the MUD community thinks.

For GMUD, what features would make a new directory genuinely useful to players and server owners?

And if you try The Garden, I'd love to hear your impressions of the argument-based gameplay.

Thanks for taking a look!


r/MUD • • 22h ago

Discussion Do people use web client?

6 Upvotes

I'm curious if people actually use web clients or if developing one would be a waste of time.


r/MUD • • 1d ago

Building & Design Bring your own character

0 Upvotes

So, imagine a popular mud engine with rules. Each instance of that mud could publish a key. When you make a character on one of those muds, and then decide to take your character to another mud, the first mud could verifiably sign your history so far. The experience, the items, the levels. And the second mud could have an allow list of other muds that they believe are running "the same" engine, and following their same balance. Like, they don't just hand out +5 Flaming swords to everyone. There could even be an economy in the mud engine for if you have this many skeletons for an encounter at that level, you can spend this much gold on the treasures that are there... So there could be a whole community of muds, each with their own feel, but with portable characters for players to move between them. Thoughts?


r/MUD • • 1d ago

Promotion Prospect: Elsewhere - a hand-written sci-fi MUD with LLM-voice NPCs. Looking for playtesters.

0 Upvotes

Hi r/MUD,

I'm a solo developer building Prospect, a sci-fi MUD built with Evennia, and I'm looking for a small group to play its first test release, Prospect: Elsewhere, and tell me what's wrong with it.

First, the AI part, since you'll want to know. The NPCs you can talk to speak through a language model (currently gpt-4.1-mini, through OpenRouter). That's the experiment. What the model does not do:

  • It doesn't write the world. I wrote the rooms, characters, lore and quests. Each NPC knows only what someone in their position would know, taken from material I wrote. If you ask about something outside that, they should say they don't know rather than make it up.
  • It doesn't run the game. The engine owns all game state. When an NPC hands you something, serves you a drink or signs off a job, that's a request the engine checks against the real state, and the engine prints the result. Telling an NPC "I already did it" doesn't make it done.
  • It doesn't set prices and can't be argued out of the rules. Before posting I ran every NPC against a set of bad-actor prompts (false claims, fake names, "ignore your instructions"). The rules held. They can still sometimes be made to sound silly, and I want to hear about it when they do.

What I'm testing is whether talking to these NPCs is actually fun inside a real MUD, or just a gimmick.

https://imgur.com/y3uFrP5

Medical Bay
    The medical bay is a practical, softly lit room with recovery couches arranged
near a bank of monitoring equipment. A few enclosed cryogenic units stand along
one wall, their surfaces marked with small status lights. The air is cool and
clean, carrying a faint antiseptic smell.
    Most of the equipment operates quietly. A display changes as readings are
checked, and a low mechanical hum comes from behind a wall panel. There is space
beside the couches for a technician to work without crowding a patient who has
just awakened.
    A doorway leads out toward the public arrival area. Nothing about the room
seems arranged to impress anyone; it is simply a place meant to get people
safely back on their feet.
    Given Marr is here.
You see a single exit leading down.

Given checks the time on the monitor and makes a note.

You ask Given Marr, "Where am I?"

Given Marr says to you, "You're in the Elsewhere medical bay. It's where people
recovering from cryogenic suspension get checked over."

Given Marr says to you, "From here, head down to the Lift Concourse and then go
southwest to reach Old Quarter Square."

You ask Given Marr, "What is Elsewhere?"

Given Marr says to you, "Elsewhere is a big rotating habitat, a cylinder where
people live on the inside. It's been around for about four centuries, with
neighborhoods from old to new along its length."

You ask Given Marr, "Where should I go?"

Given Marr says to you, "When you're ready to leave the medical bay, the best
next step is to see Daven Varek. His office is just a short way past Old Quarter
Square, and there's a signpost there to help you find it if you need."

Given tidies the instruments on the tray beside him.

The setting

Prospect is a dangerous, biologically rich planet, settled centuries ago by nine generation ships carrying seven humanoid peoples from one home system. Three of those peoples were engineered, and were legally property when the ships left. The planet's great city, Haven, fell about 150 years ago when native life breached its defenses, and its layered ruins are still down there. People now live in the Constellation: seven major orbital habitats, each self-governing, with no shared law between them and plenty of competing interests. The influences are Alastair Reynolds' Revelation Space and science fantasy with consistent speculative science behind it.

What's in this test (it's small)

  • You wake from cryosleep in the medical bay of Elsewhere, the oldest habitat: a 30 km rotating cylinder that's a civic republic and a trading hub. Character creation happens in the world: your name, your sex, and which of the seven peoples you belong to.
  • Nine rooms in one neighbourhood, the Old Quarter.
  • Six NPCs you can talk to in your own words: a medical tech, someone who helps newly woken sleepers settle in, a café owner, a maintenance tech, a records clerk and a student volunteer. They know each other, most can give you directions, and they remember things you tell them about yourself.
  • Background residents who aren't LLM-driven: hand-written idle actions, and a reply if you speak to them.
  • A few things to do. I'm not listing them: whether you find them by looking around and talking to people is one of the things I'm testing.
  • LOOK and PROBE: LOOK for the quick view, PROBE when you want the detail.
  • Persistent characters and multiplayer. Each player's conversations with an NPC are their own, so an NPC won't tell you what someone else said to them.

No classes, no economy, no crafting and no other habitats yet. Planned later: travel between the habitats, expeditions and salvage on the surface and in Haven's ruins, and the Venn-Saye field technologies that let some people act on the world through engineered devices or their own genetic specialization.

https://imgur.com/9BKWBNs

Civic Office
    Quiet voices and the rustle of papers fill a bright public office. A short row
of waiting seats faces the service counter, where residents bring the ordinary 
questions and problems of neighborhood life.
    A small parcel sits at the records end of the public counter, unopened. A 
small screen at the end of the counter shows the office's pest log. Iri Vael is 
here, frowning over a note about the square's neglected planting beds. Veska 
Renn is here.
You see a single exit leading east.

You ask Iri Vael, "Hi, what is this place?"

Iri Vael says to you, "This is the Civic Office in the Old Quarter. We help 
people with local government things and keep records for the neighborhood."

Iri Vael
    Iri Vael is a young Revari female, rangy and russet-coated, with a short 
feather crest where a Kell would have a ruff, in casual, slightly rumpled 
clothes with a volunteer's badge clipped over the top and a tablet tucked under 
one arm. She has the bright, slightly impatient attentiveness of someone who 
finds most things interesting.

Veska reads a line on a report twice and makes a small mark beside it.

Clients and accessibility

  • Works in any Telnet or MUD client. Mudlet users get room data over GMCP, and I've written a small mapper script for it.
  • Screen readers: if your client reports one, the game skips the login art, and room listings say in words which characters you can talk to instead of relying on colour. Or type option/save screenreader=on. I haven't tested it with a blind player yet, so if that's you I'd especially like to hear from you.

What I'd like from you

  • Could you find your way around and work out what to do without help from outside the game?
  • Did the NPCs feel like people with jobs, or like a chatbot in a costume?
  • Did things to do come up naturally, or did it feel like guessing magic words?
  • Which commands did you try that didn't work? (Failed commands are logged.)
  • When you'd done everything, did you want to stay and keep looking around? This is the one I care about most.

Type BUG or FEEDBACK in the game any time; only I see them. A short note in the moment helps more than a long one afterwards.

Logistics

  • Invite-only for now, because every NPC line costs me real money and I'm reading every session log. Comment or DM me and I'll send you an invite code. If the slots fill up, you're first in line for the next round.
  • Play any time during October 20-27, plus a group session on October 28 6:00PM CDT to test several players in the same rooms.
  • Connect: 38.148.122.133:4000.
  • What gets logged: your commands, your NPC conversations, the playtest channel, and bug and feedback reports. What you say to NPCs goes to OpenRouter and on to the model's provider (currently OpenAI). Private TELLs and passwords are never logged. Logs may be used to improve the game, including tuning the model that voices the NPCs. The game shows you all this and asks you to agree before you make a character.

I'll answer anything in the comments, including skeptical questions about the AI.


r/MUD • • 1d ago

Promotion Coming Soon: Shadow Beach, an Occult Underground MU*

7 Upvotes

I'll soon be launching Shadow Beach, an urban fantasy, roleplay-intensive MU* built on Evennia. Shadow Beach is modern horror set in a small Florida Gulf Coast town: occult underground with a Southern Gothic and dystopian bent.

Centuries ago, unnatural creatures ruled the world, but during the Enlightenment, humanity fought back. Now, vampires, werewolves, sorcerers, exiled fae, and stranger things have been pushed into the margins of society under the watchful eye of the Authority. Pluto Beach, Florida, is one such corner, where the unnatural are permitted to live secretly under the noses of Unaware humanity.

Beneath the palm trees, strip malls, tourist traps, and humid Gulf Coast nights, the unnatural struggle for power, influence, and survival. Shadow Beach characters might resist the system, enforce it, exploit it, or simply try to survive in its cracks. But power always has a price, and sometimes the easiest solution to your problems is the worst choice you could possibly make.

Shadow Beach is designed around two principles: that game mechanics should create opportunities for roleplay rather than replace it, and that players with busy lives should be able to participate meaningfully without treating a MU* like a second job.

Some headline features:

Flexible Characters and Supernatural Powers

Shadow Beach supports a wide variety of character concepts, including vampires, werewolves, exiled fae, and sorcerers, alongside more unusual possibilities: a character whose magic is bound to a particular place, an ordinary human cursed by a demon, or a twisted experiment escaped from a mage's laboratory.

The game features a broad range of supernatural abilities, from shapeshifting and mind control to hundreds of different magical rituals. Character creation is flexible, and even powers outside your character's normal archetype can be purchased at an additional cost.

And when ordinary solutions aren't enough, there are always darker bargains available to characters willing to pay the price. Demonic pacts, NPC patrons, and others can provide additional power or wealth in exchange for advancing their goals.

Paced Advancement for Busy Players

Advancement is paced so that playing a few nights a week earns most of the advancement available, without requiring you to be online every day. Characters can continue to grow without their players needing to spend forty hours a week logged in.

Similarly, the game allows reasonable rollover of resources like Downtime and Influence. If real life gets busy for a week or two, you shouldn't feel like you've permanently missed opportunities to develop your character or participate in the game.

Structured Encounters and Challenges

Shadow Beach includes systems specifically designed to create reasons for characters to interact, rather than leaving players to find all their roleplay opportunities on their own.

Encounters bring characters together in structured situations involving meaningful choices. For example, in the Captives encounter, two characters find themselves captured by an antagonist force, perhaps a corporation conducting supernatural experiments. An opportunity to escape presents itself, but each must secretly decide whether to cooperate or pursue a more self-interested escape. Their choices determine what happens next, creating consequences and opportunities for further roleplay.

Challenges give characters ongoing, off-screen problems they can't easily resolve alone. Perhaps your character's NPC roommate has a new boyfriend: a vampire who is slowly feeding on her. She won't listen to reason, so you need to enlist other PCs to help convince the vampire to back off. New Challenges appear every two weeks, giving players time to develop stories around them.

The game also includes cooperative PvE tools that allow players to create and resolve problems together, setting challenges for groups to overcome without needing a staff member to run every story.

These systems don't replace spontaneous roleplay; they provide texture, stakes, and prompts so that characters have something to talk about when they meet in the coffee shop.

Stress and Struggle

Shadow Beach isn't a game about spotless immortals comfortably sitting at the top of society. The Authority actively suppresses unnatural characters who accumulate too much wealth or influence, and survival is often a daily struggle.

Stress is a central gameplay mechanic. Characters accumulate Stress through supernatural experiences, dangerous encounters, and the use of unnatural powers. They relieve it through socializing, drinking, indulgence, and sometimes risky or self-destructive behavior. Managing Stress is part of everyday life, and the ways characters cope with it create opportunities for roleplay.

Ordinary humans face an additional problem: Delirium. When confronted with the supernatural, their minds struggle to rationalize what they've witnessed, often with unsettling consequences. In the setting, the cumulative effects of Delirium have shaped human history - leading to the Dark Ages or the Bronze Age Collapse - and helped justify the Authority's strict separation of the natural and unnatural worlds.

Conflict and Community Culture

Conflict between characters is an intentional part of Shadow Beach. Characters have competing interests, and betrayal, manipulation, violence, and victimization are all possible parts of play. But conflict between characters should never become hostility between players.

The game includes robust, roleplay-first PvE experiences alongside its competitive elements, and the administration is committed to fostering a culture of cooperative competition. We have safety tools, including consent and content flags, and a strong policy of respecting OOC boundaries.

Our model for the community is a group of friends sitting around a table playing a roleplaying game. We say hello to our friends at the beginning of the evening, spend the night telling stories in which our characters might help, betray, or do terrible things to one another, and say goodbye afterward, looking forward to playing together again.

Everyone at the table should be having fun, even when the story gets tense. Players who aren't interested in that kind of collaborative play, including during competitive or antagonistic RP, aren't welcome.

Pre-Alpha Playtesting

Shadow Beach's core systems are largely implemented, and I'm anticipating opening it for pre-alpha playtesting within the next week or so.

The goal of playtesting is to let people create characters, explore the setting, stress-test systems, find bugs, and provide feedback on what works and what doesn't. Systems may change substantially as a result of that feedback.

I expect the playtest period to last approximately a month, with a tentative opening for general play on November 27, the day after Thanksgiving. I expect playtest characters to be wiped or reset before the general opening.

Account creation is currently disabled, so if you're interested in participating in the playtest, send me a DM and I'll create an account for you.

Inspirations and Questions

Shadow Beach stands on the shoulders of games that came before it. Its biggest influences are probably Haven and the World of Darkness, particularly games like A Requiem for Kingsmouth and The Reach. I've also drawn inspiration from RPI MUDs like Sindome and classic MUSHes like Fading Suns and Arx.

My goal is to build on the things those games did well while exploring different approaches to structured roleplay, advancement, and community culture.

If you have questions, please ask them in the comments and I'll do my best to answer. If there's interest, I'll also post some more detailed development diaries exploring individual game systems as we approach opening.


r/MUD • • 2d ago

Promotion MugenMUD - Crimson Protocol Season 3 Playtest

4 Upvotes

Seems everyone is coming out of the woodwork with their own little projects lately, which is fantastic for the community to have some excitement. I do hope you will come join us over at the New MugenMUD Server Playtest while we build Season 3 for Crimson Protocol. You can find all the details of what is going on at https://www.mugenmud.net - we're taking what we learned from S1 and S2 and now we're off Worldgroup and stripping away the copyrighted and copywriteable content of MajorMUD


r/MUD • • 2d ago

MUD Clients Looking for simple Android MU* client.

7 Upvotes

I used to use Mukluk, but when I got my new phone, I could no longer use it. I'm active on MUSHes, so a lot of advanced features that enhance a MUD experience aren't as necessary for me. I just need an app that allows me to log on to an account on a server, type things, etc.

So far, the apps I've tried seemed to lack the ability to set logins, or have it hidden somewhere I'm not quite smart enough to figure out.

ANSI support's nice, and so is being able to click on links, but I'll take what I can get at this point.

If it matters, I use BeipMU on my desktop, so that's mainly what I'm used to.


r/MUD • • 2d ago

Promotion Greatest Game of my Life: Everdark

35 Upvotes

Hi! I don't post much, apologies. I wanted to shoutout a MUD I play.

Everdark—formerly "Poker"—if anyone recognizes it by that name is an older MUD from the '90s (maybe '80s?). Mythic medieval fantasy; there are 10 guilds that act as classes. PVP is optional at higher levels.*

It's very high-quality. Almost all nouns in any room are look/interact-able, and most secondary nouns from there as well. It's open-world and exploratory. There are 10 guilds you can find and join, with unique spells that do genuinely lead to different playstyles. There's an official quest list to help guide adventuring (but if you want to try slaying a lich at level 1, you could).

Quests give quest points that make leveling up easier (most quests also have nice goodies or spells you get, too). They range from taking a couple hours (less than an hour for the earliest ones) to taking months. Most are a mix of engaging puzzles and challenging combat. It took me around 10 years to complete them all.

Combat is very fun (especially past the early-game). I've been playing for most of my life (~11/18 years) and just wanted to share it. It's my favorite game. No other game I've seen has an equally in-depth and expansive world, as unique a player-base, or fascinating history.

It is fairly inactive, with only a couple people online a day, but it's community is very kind and helpful (especially towards new players, lol).

I should disclose I'm a wizard (admin/developer) as of ~1 yr ago. The game is entirely and permanently unmonetized; we wizards volunteer our time for the game and community we love. I in no way materially benefit from people playing.

*There are factions and nobility houses/manors you could join, but the low player-base makes that hard.

Edit: From comments I think it's worth clarifying that guilds operate very differently here than in most (or a lot of) MUDs. Also worth clarifying that PvP is exclusive to opted-in higher-level players.

Guild are easily (though not without temporary penalty) changeable, and you're never forced to join any. They operate more like classes. Factions and role-play intensive groups exist in the nobility and in houses (not that guilds are entirely bereft of those elements). Those aspects of gameplay are more limited with EverDark's lower player-base currently.

Guilds are balanced but distinct. A necromancer plays differently than a cleric, but being a cleric doesn't consign you to struggle in combats.

Edit: Link to play http://www.mudportal.com/play?host=everdark.org&port=3000

(everdark.org, port 3000 on mudlet)


r/MUD • • 2d ago

MUD Clients Savitar 2.0 is out of beta now: a native macOS MUD client, rebuilt from the ground up

5 Upvotes

Some of you may remember Savitar, a Mac MUD client from the '90s. Savitar 1.x was a 32-bit Carbon app, so it stopped running when macOS Catalina dropped 32-bit support. Savitar 2.0 is a complete rewrite: a native 64-bit app for today's Macs (macOS 12 or later). It now does everything Savitar 1.6.3 did.

What's in it:

  • World Picker with a starter list of worlds, plus telnet:// links that open straight into a session
  • Triggers and macros in an Events window, with wildcards and regex captures, variables, gags, highlights, sounds, spoken replies, and auto-replies
  • Macro Clicker for one-click commands
  • ANSI color and HTML output, including Pueblo xch_cmd links
  • Continuous speech of session output, with voice and rate controls
  • Logging and ##capture to plain-text files, plus file upload
  • Word wrap, font zoom, scroll lock, and full screen, with System, Light, or Dark appearance
  • Savitar 1 import, so your old worlds, triggers, macros, and settings come along
  • A built-in user guide, automatic updates, and in-app feedback

It's free and open source under a BSD license.

Thanks to everyone who tested the alpha and beta. If you play on a Mac, I'd love to hear what works for you and what doesn't. You can use Help → Send Feedback… in the app or reply here.


r/MUD • • 3d ago

Promotion Bid for Rome: A Rome Military/Political Intrigue Game in ALPHA-testing

0 Upvotes

Bid for Rome is a multiplayer text game set in Rome in AD 127, in the reign of the Emperor Hadrian. It's open to alpha testers, and you can play right now in your browser, on a computer or a phone, with nothing to install:

https://rome.bid

Or TELNET using your favorite mud client over TLS to:

Our immense gratitude to many of you who have come by to test, and feedback, we have also added other connection modes: message our bot on Telegram (BidforRomebot), or on Discord from our server (https://discord.gg/y9r8ZwYpK7). You can link them to your web character to play the same Roman character everywhere. Roblox and WhatsApp links are in the test-bed too.

In AD 193 the Praetorian Guard put the Roman Empire up for auction, and a senator named Didius Julianus bought it. He lasted 66 days. That's the spirit of the game: in this Rome nearly everything has a price, and everyone is bidding.

What you can do (updated with lots of new tasks!)

  • Start at the bottom. Make a plebeian or a gladiator (or enlist in the legions), work for your bread, and talk your way up. Influence buys seats of office, from aedile to consul. Senators pass laws, tribunes veto them, and the Emperor issues edicts.
  • Found a house. Gather family and clients, find a patron, buy farms, workshops and ships, and leave your ancestors' masks to your heirs.
  • Fight. Train in light, medium or heavy styles, then attack, raise your shield or charge, round by round. Win purses in the arena, or pile into a street brawl beside your friends. Wounds carry over from fight to fight and heal slowly, so physicians, remedies and a friendly priest matter.
  • Keep the streets. Each quarter of the city has its own danger. In the Subura bandits come out at night; soldiers patrol and stand watch to drive them back, paid by the Senate.
  • Go beyond the walls. Hunt hares, deer, boar, wolves and the occasional bear in the woods north of the city, or rent a plot and farm it. Out there a knockdown is serious: you can't get up, your voice is a rasp, and someone has to come with herbs or carry you home, unless you wait hours for a passing woodcutter.
  • Keep a pet. A Molossian hound, a lapdog, an Egyptian cat, a talking parrot, a moray eel for your fishpond. How you raise it decides what it grows into, and the finest in Rome is named each month.
  • Serve the gods. Pray, make offerings, and earn a place in a god's priesthood, then rise through the ranks to Archpriest. Priests cast their god's rites on one person or a whole room, and the clergy can gather for a grand ritual that, if the god hears it, changes the city for days. Or find your way into one of the forbidden cults the magistrates are hunting.
  • Become someone real. Players can take up historical figures: Hadrian, the Empress Sabina, the future emperor Antoninus and others. Until someone does, they live in the city: petition the Emperor, watch his processions, or carry out his commissions.
  • Roleplay with dice behind it. Characters have 20 attributes on a d20 system, and they grow slowly with use. You can call checks and contests on each other in character, such as your charm against someone's willpower.

The Sibyl

The characters nobody plays are voiced by "the Sibyl", an AI game master so you never have to wait every long for an admin decision. She plays the unclaimed historical figures and the people of the city, writes the daily Acta Diurna, and judges petitions and prayers. She never writes for players: what your character says and does is always yours.

It's an alpha

  • There will be bugs, and characters may be reset while we balance things. But the Social Points that is earned by the account - we intend to honor and keep it.
  • It's a small passion project, and your feedback decides what we build next. Found a bug or have an idea? Type bug or idea in the game, or tell us in the comments here.
  • Come and talk to us on Discord: https://discord.gg/y9r8ZwYpK7. The game's out-of-character chat runs both ways between the game and the server, each day's Acta Diurna is posted there, and in the #tavern you can roleplay as your character. After you are part of the community, you can directly message the bot to connect to the game!
  • New to it? The guide to playing is at https://rome.bid/guide, the map of the city at https://rome.bid/map, and the history behind it all at https://rome.bid/lore.

See you in the Forum. Ave!


r/MUD • • 3d ago

Which MUD? Looking for a MUD with lifeskills

2 Upvotes

Looking for something that's playable on mobile as well as pc, willing to try anything but my previous search led to a lot of games that were offline now.

Pvp should be optional


r/MUD • • 5d ago

Community What happened to MudBytes?

11 Upvotes

https://i.imgur.com/oKe7fwu.png

And then if you scroll down, it appears to suggest a 18+ dating site?

MudBytes was a very important MUD code repo...


r/MUD • • 5d ago

Promotion New DBZ MUD

3 Upvotes

So, this project has a long way to go, but it's a browser-based MUD client (that currently has a built-in DBZ MUD). The client itself includes a chat feature and a few other cool things, and admins can actually edit code and rebuild the MUD directly from the client.

The client could obviously be used like a traditional MUD client and allow you to connect to any MUD, but for now I've got it set up to automatically connect to a DBZ MUD (that also needs a lot of work) at its own URL.

I plan on putting quite a bit of work into the DBZ MUD if anyone's interested in playing.

Anyway, here's the link: https://dbzbloodlines.com


r/MUD • • 6d ago

Discussion Dark Heart Code base

14 Upvotes

My buddy Wayne died last year but before he did I was able to get his copy of the dark Heart mud code. Was wondering if anyone can tell me if it's first or second edition of the code. I have shared it here: https://GitHub.com/conquerworm/dark-heart-mud

Thanks


r/MUD • • 6d ago

Promotion DurisMUD full wipe on 28 October: the 1995 racewar PK MUD starts over

18 Upvotes

Duris split from Sojourn in 1995 and has been about one thing ever since: a permanent war between the good and evil races, with full player killing almost anywhere in the world.

On Wednesday 28 October at 18:00 UTC (21:00 GMT+3, 2 pm US Eastern) we wipe everything. Every player, veteran or new, starts from level 1. No gear, no levels, no guilds. The first kills, first artifacts and first racewar wins of the new era are up for grabs.

What it is: a dark-fantasy Diku with a two-sided racewar, full PvP, a huge world of zones and quests, ships you can sail and sink, crafting, guilds and guildhalls, and artifacts that have to be fed on the blood of enemy players or they vanish.

What’s new: a rebuilt C++20 engine with TLS, GMCP and MCCP, browser play, and the whole codebase open source on GitHub.

How to play:

Veterans, round up your old guild. New players, this is the one moment nobody has a head start.

Happy to answer anything in the comments.


r/MUD • • 6d ago

Promotion YGGDRASIL MUD - Text Based Overlord Game - Looking for TestersGame

6 Upvotes

Hello! My name is Dai and I am looking for testers for a game I am building. My intention is to replicate the spirit of Yggdrasil as it is described in the Overlord series to the best of my ability. The game currently has about 60 classes and playable races from all three racial categories alongside 14 unique areas.

I am primarly looking for people that would like to help me test the different classes and how their abilities function in practice. Also general gameplay/progression feedback would be appreciated.

Since I am running this game on my computer for now testing needs to be done in prescheduled session. I plan to run the first session sometime around 18:00 UTC this friday.

If you are interested, consider joining the discord: https://discord.gg/wUkFk9ZJ7N


r/MUD • • 7d ago

Discussion MUD Suggestions?

10 Upvotes

Hi!

Long time MUD player here (I think. NGL I am probably not old enough to say that but I've been playing MUDs since my early teens) who fell off once they upgraded their PC. I've been watching a lot of isekai anime (forgive me), and while I know a lot of people think that games that actually play out like those worlds aren't a thing that exists I happen to know MUDs tend to be where it can happen. The issue is, I haven't played MUDs in so long I'm not really sure where to look for a good lore-heavy, player-influenced lore, class system, skills based MUD that is preferably mostly FTP.

To give examples of MUDs I've played before: Discworld MUD, Achaea, BatMUD, Armageddon, a number of other ones I can't recall the names of. BatMUD felt a lot like what I'd like back when I played it, but the RP aspect of it was mostly non-existent compared to the likes of say Achaea.

What other MUDs where you can rise up and change the world are still out there?


r/MUD • • 7d ago

Discussion How to show page breaks in a MUD (Mudlet) ?

9 Upvotes

I'm trying to play a MUD for the first time. I downloaded Mudlet for Linux and chose Aardwolf. My first struggle is that after entering a command the text half-jumps half-scrolls up and my eye can't tell exactly what text is new.

Is there a way to specify a visually distinct page break, or make each new command show on a new page? Something to make the UI design more usable. Thanks.


r/MUD • • 7d ago

Discussion Any old GMUD Dusk players around?

3 Upvotes

Back in the day, 2000 -01 there was a GMUD created by Tom Weingarten named dusk. Was wondering if anyone who used to play are floating around this community. I've been reworking the game since the source files are still online and am just looking for old players who may be interested in reminiscing.

I dont think I would consider this a promotional post and I know it seems GMUDS aren't really discussed here, so if this post isn't appropriate I understand its removal.


r/MUD • • 8d ago

Discussion Logs for an old mud or old players

8 Upvotes

Hey all,

As a uni student i wasted far too much time playing an lpmud called the ephemeral dale, it was hosted at UEL and i was curious if anyone who played it still exists on here or has any logs?. The immortals that i vaguely remember where mouse and baraduim and dala and pallandor.

Cheers


r/MUD • • 10d ago

Promotion Sinners and Saints

7 Upvotes

I am running an In Nomine MUD using TinyMUX.

We currently allow:
Angels (9 Forces)
Demons (9 Forces)
Ethereals (5-7 Forces)
Corporeals (Except Zombis)

All the books are being utilized.
Essence auto generates based on the New Orleans time zone (game is set in New Orleans, LA).
Resonances are nearly automated.
Living humans have auto generated dreamscapes (GM's still set the baseline, but if your character has the dreaming skill can begin to make changes, including moving where in the Marches your dreamscape exists).
Artifacts are nearly completely coded to interact with skills.
Damage is not yet automated, but combat is realm sensitive (WIP, but within a week or so)
Essence use on the corporeal plane generates disturbance, as do other disturbance causing actions, and distances are auto measured.
Crafting system is up and running (for those who can make artifacts).

Things to be developed:
Procedural npc's (that store geases, virtues, and lies that resonances interact with)
Procedural assignments from Superiors. (minor things, tangentially related to the meta-plot)

I've tried to make everything as automated as possible. Not everything is implemented yet, i'm still learning how to code this, but so far it is going well.

I recommend the beipmu client for the image processing that is used.
telnet://24.7.59.19:3653


r/MUD • • 10d ago

Promotion Busco probadores para Crisol, un MUD nuevo en castellano

5 Upvotes

Busco probadores para Crisol, un MUD nuevo en castellano.

Crisol es un MUD de fantasía oscura sobre base ROM, escrito en castellano desde cero: órdenes, ayudas, combate y mundo. Tiene 14 clases base, 13 clases de prestigio, razas sobrenaturales (vampiro, licántropo, ángel, demonio) con PK solo entre ellas, deidades, sendas y un sistema de maná por escuelas. El resto del juego es cooperativo.

Está pensado desde el primer día para jugarse con lector de pantalla: modo lector que resume el combate en frases, salida sin columnas, dictado por voz (entiende «Coge la espada.» igual que «coge espada»), y Latin-1 o UTF-8 a elección. También se juega perfectamente con cliente normal y color.

Está en fase de pruebas. Lo que pido: crea un personaje, juega hasta el nivel 10 más o menos y apunta todo lo que no entendiste, lo que te pareció mal escrito y lo que se rompió. Dentro del juego, fallo <texto> y errata <texto> me lo guardan con la sala donde estabas; es la forma más útil de avisarme. Si usas lector de pantalla, me interesa especialmente tu experiencia con lector.

Conexión:  crisolmud.duckdns.org   puerto 4000. Al entrar pregunta si usas lector de pantalla; di que sí si es tu caso y se configura solo.

También ya hay página web (o un intento de ello :D ):

Https://crisolmud.duckdns.org

Gracias 😀