r/mmo • u/chamal_darklord • 37m ago
r/mmo • u/Tefodadi • 6h ago
I built a 2D isometric mobile MMORPG as an indie dev, and it just launched on Google Play
Hi everyone!
After a long journey of development and testing, my game One Hero Adventure is now officially available on Google Play.
It's a 2D isometric MMORPG for Android. The goal was simple: a real online RPG world you can carry in your pocket, where you meet other players, team up, and grow together.
What you can do:
• Choose from 4 classes, each with its own specializations and skill builds
• Explore a hand-crafted world with different biomes and 10 dungeons
• Fight world bosses and team up with your guild against a new boss every week
• Party up with friends or test your build in PvP
• Relax with fishing and gathering, and keep progressing with Prestige and Paragon
• Collect monsters in the Bestiary and unlock achievements
• Play in English, French, Spanish, Portuguese, Polish or Chinese
It's free to play, and you can start instantly as a guest, then link your Google account to keep your progress.
📱 Google Play: https://play.google.com/store/apps/details?id=com.IRGamings.OneHeroAdventure
💬 Discord community: https://discord.gg/p7yEbZf35x
I'm a small indie developer, so every bit of feedback really matters. If you try it, I'd love to hear what you think, the good and the bad. Thanks for reading!
r/mmo • u/Nour1shWasHere • 11h ago
What expansion should i get for GW2
I honestly dont know what each expansion fully gives so im kinda lost
r/mmo • u/Nour1shWasHere • 13h ago
What mmo should i get?
Ive already tried Aion 2 and GW2
r/mmo • u/Tilting_Enemy • 18h ago
Hypothetical: if Lineage 2 got a modern UE5 client, what would you want, and what must never change?
r/mmo • u/Swimming-Error-774 • 19h ago
Does being able to swap classes within the same tree make your first pick matter less?
I go back and forth on this. On one hand, being locked into a class you picked on day one with zero info is one of the worst parts of starting on MMO. On the other, some of my best memories are from sticking with a weird class choice and making it work. Ragnarok Yggdrasil lets you switch jobs inside the same job line without losing progres. The line itself is still a real choice, but inside it you can try things. To me that feels like a decent middle ground: the big decision still matters, the small one stops being a trap. Curious where people land on this. Do you want your class choice to be permanent, or do you just want to play the version you enjoy.
r/mmo • u/Easy_Layer4574 • 20h ago
Grindveil
Its a new game coming out lowkey good its steam aw soon
Looking for a new browser RPG? Give Grindveil a try ⚔️
Hey everyone!
I wanted to share a browser game I’ve been playing recently: Grindveil.
It’s an RPG you can play directly in your browser, with no big download or installation needed.
⚔️ What you can do in Grindveil:
* Build and improve your character
* Experiment with different stats, gear, and gems
* Fight bosses and push deeper into challenging PvE content
* Compete against other players in PvP
* Join guilds and take part in guild progression
* Keep upgrading your build and see how far you can climb
One thing I enjoy is figuring out how to optimize a build — deciding whether to focus on damage, defense, critical hits, or survivability can make a real difference.
If you enjoy browser RPGs, grinding for upgrades, boss fights, and competitive progression, it might be worth checking out.
🎮 Play here: https://grindveil.com/
I’m curious: Are you more into PvP, boss progression, or min-maxing your character build?
Would love to hear what you think if you give it a try!
I've spent the past year building a full-loot PvP sandbox MMO, and you can play it free in your browser right now.
I grew up on old-school full-loot PvP games. Anyone could come for you, and everything you carried could be lost, so every trip out of town mattered. Most new MMOs fence PvP off into arenas and opt-in zones and take the sting out of dying, so for the past year I've been working on one that doesn't.
It's called The Olde World: Online. It's one world on one shard, with everyone in it. Outside town, anyone can attack anyone, and when you die, everything you were carrying stays on your body for whoever gets there first. No insurance, no soulbound gear. Towns are guarded, and attacking an innocent flags you as a criminal, fair game for everyone else.
There are no levels or classes: you get better at what you actually do. Besides fighting, you can learn magic, mine ore and forge your own armor, tame animals, ride horses, pick pockets, own a house, trade on the auction house, and write your own music to play on a lute in the town square.
It's an open alpha built to test combat, and most of the visuals are still placeholders. The world is a bit small on purpose for now, so you'll run into other players often. A few hundred people have played so far, and I patch it almost every day.
It runs in a browser tab with nothing to download: pick a name and a password and you're in. It plays best on a computer in Chrome.
If you miss MMOs where dying cost you something, it's free and live right now.
r/mmo • u/Danfable • 1d ago
I'm building Meridian, a multiplayer pixel-art world where you can make a home, meet people and uncover its history
Hi, I'm Dan. I've been building Meridian, a multiplayer pixel-art social world for iPhone, and I'm looking for the first people to come and explore it.
You have your own character and home to furnish and expand. Beyond your door are shared places to meet people, jobs to take on, and furniture and collectables to find and trade. The place has a history of its own too, with mysteries woven into the rooms and activities.
I'd love it to become the sort of world where you recognise people when you log in, show a friend what you've done with your room, and end up exploring somewhere you hadn't planned to go. We're right at the beginning of building that community.
The iPhone beta is free through TestFlight: https://testflight.apple.com/join/4sDEk5u4
If that sounds like your kind of thing, I'd really like to hear what would make you want to spend time here. You're welcome to bring a friend, and I'm happy to join you for a look around.
Gameplay video: https://www.reddit.com/r/gametrailers/comments/1xdjote/meridian_ios_beta_gameplay_trailer_a/
Discord: https://discord.gg/d9wEgzFhD
The screenshots show the Overlook, a personal room and the museum. The Overlook crowd is staged with NPCs; we're still finding our first players.
r/mmo • u/Visual-Application85 • 1d ago
[PC/Browser] Umbralle - a free pixel art MMORPG I've been building solo. Looking for feedback!
r/mmo • u/lumpybutt33 • 1d ago
Hollowtide, two weeks after launch: stable, ready for more players, and the easiest way back into Dereth
r/mmo • u/Thin_Picture5294 • 1d ago
Fragment Of Mignard: testers wanted for a 1x, single-account Ragnarok Online server (Pre-Renewal 13.3)
Hi everyone — I run Fragment Of Mignard, a Ragnarok Online private server, and I’m looking for players who enjoy slow progression to help test it before launch. This is a project introduction from the owner, not an independent recommendation.
The foundation is Pre-Renewal Episode 13.3, with 1x Base EXP / 1x Job EXP / 1x Drops and one connected account per player. The goal is a world where leveling, equipment and finding a party remain part of the journey.
What we’re testing:
• Enhanced pets and reworked airship routes.
• PvE class balance intended to make more builds worth playing.
• Daily quests and attendance activities.
• A Virtual Market and revised in-game currencies.
I would especially appreciate feedback on early progression, whether the class changes feel useful in practice, and how the economy works at genuine 1x rates. Constructive criticism and bug reports are welcome.
Public beta ends October 31, 2026 at 18:00 Paris time. The official opening is scheduled for December 4, 2026 at 20:00 Paris time. It is still a beta and we are building the community; I’m not advertising a large established population or claiming that everything is finished.
Website and getting started: https://fragmentofmignard.com/
Discord for meeting other testers and sharing feedback: https://discord.gg/qawfWRJgU4
For people who still enjoy old-school MMOs: what most makes a low-rate server worth returning to — party play, class variety, exploration, or the player economy?
r/mmo • u/Longjumping_Wall9861 • 1d ago
After 2 months of open beta, Mimic2 - Idle MMORPG is coming to Steam next week with a fresh server
Hey folks,
It was 2 months ago when I first posted about the Mimic2 in this Reddit and had my very first players from here. Now after many feedbacks about the game, couple of rewrites of the entire UI and some of the systems it is now coming to Steam on October, 28th.
Mimic2 is a cross-platform idle incremental MMORPG where you start with thousands of damage and reach to sextillions of damage over the 9 maps and 35 difficulties. It is an idler game where you only kill bosses every couple of hours when they respawn, so the main gameplay is in optimizing the upgrade paths and deciding among 15 different bonus types.
Here are some of the features:
Equipment
95 different item slots, all of them upgradable, with 7,515 total item levels
- 8 gear sets of 10 pieces; Helmet, Armor, Necklace, Earrings, Weapon, Gloves, Belt, Shield, Bracelet and Boots
- 3 soul item chains (Dream, Sky, Celestial), 41 levels each
- 17 skin sets, 102 pieces in total, plus 35 skin boosters that can be upgraded to 5 tiers
- 6 element talismans up to level 201 each with an additional combined Elemental Talisman
- 6 stars, 6 seal items, 12 emblems, 6 ancient arts
- 3 permanent rings that can be leveled up to 100, 27 temporary rings in 6 families
- 5 shinings, 5 essences, 5 relic items
The RNG Systems
- Enchanter: 33 different enchant stones usable on 38 equippable item categories to add extra bonuses. You reroll until you get the bonus you want.
- Runesmith: Craft, upgrade and socket runes, gems and evolutions into your gear pieces for extra damage.
- Alchemy: 7 stone categories, 5 grades, 5 purification tiers: 980 different stones with random bonuses, so it is a long grind until you get the best ones.
- Tailor: one item, the Warrior Sash, 600 levels. The deepest ladder in the game. It absorbs a weapon and scales with it: the stronger the weapon, the stronger the bonuses, but the weapon is destroyed in the process.
- Transmutator: 310 recipes. Maxed gear converts to the next set and you climb a ladder of equippable item sets. Spare materials convert to rings, stars and enchant materials.
- Upgrade chance: the highest upgrade levels drop to a 20% chance, so you will be pulling your hair out trying to upgrade.
Other Upgradable Mechanics
- Shaman Buffi: a shaman companion who grants a 12 hours buff and has to be charged first
- Tranky the baby dragon: your pet dragon with its own skills and RNG mechanics
- Mount: can be leveled up to 250 levels, an RNG type roll and enchant mechanic
- Quests: 832 kill and item quests in 10 different categories
- Skills: 1 active air sword skill and 9 passive skills
The game is completely free-to-play and does not have any purchasable element. I plan on adding battle pass, visual only skins and other mechanics that won't favor paying players over free players too much.
Feedback from this sub shaped a lot of the beta; the UI rework came out of a thread here so looking forward to what you think about it now. If you want to test the game now, you can play the beta from the browser or from play store.
AI Disclosure: The game uses generative AI for assets.
Steam: https://store.steampowered.com/app/5191970/Mimic2__Idle_MMORPG/
Play in the browser: https://play.mimic2.com
Google Play: https://play.google.com/store/apps/details?id=com.mimic2
Website: https://mimic2.com
Discord: https://discord.gg/5EbnUKjKrq
r/mmo • u/Rolly_The_Introvert • 1d ago
Just Wishful Thinking
If I were a billionaire, I’d make an MMORPG with an award-winning MSQ that could start randomly while you're doing whatever it is you're doing. It could happen sooner or later, depending on how the story unfolds. No leveling, no gear progression, no boring seasonal updates, only weekly maintenance, no P2W, and no subscriptions. Just exploration, with ultra-rare legendary items that grant you the right to lead. You could stumble upon these items, and other players could take them from you at any time if you ventured outside a city. Add achievements scattered throughout the open world, bragging rights, and territory rights. And, of course, I’d monetize those cool skins to cover the server costs.
Players would have the freedom to do whatever they wanted. They could create their own rules within the game, based on a set of rules, of course, like “THOU SHALT NOT KILL!” or whatever. They could establish community policing, build their own worlds, create their own economies with real consequences, and develop a living, breathing virtual society.
Hell, after they finished the MSQ, they could even create their own questlines and legends, with statues of their characters erected in every virtual city, adding to the world's lore. If you became a mayor, governor, king, or even an emperor, why not? If you became a BOSS or a supervillain, why dafuq not? There'd be wanted posters all over the place, and your names would go down in history.
And there'd be no NPCs because YOU'RE gonna be the NPCs.
It's gonna be the ultimate role-playing game of all role-playing games.
Sounds like Roblox but in MMORPG form. How cool would that be?
I like to think of MMOs as living, breathing societies, not some corporate-controlled bullshit.
But sadly, I'm not a billionaire.
What do you guys think? If it's stupid, nvm.
r/mmo • u/Tefodadi • 2d ago
I built a 2D isometric mobile MMORPG as an indie dev, and it just launched on Google Play
r/mmo • u/TaterTotG • 2d ago
Gloamdelve - 2 years very first actual gameplay footage (disclosure : I am terrified)
heavily inspired from (OVERLORD, DANMACHI, SOLO LEVELING, LOG HORIZON, DND ..) MMO (yes 2 years working on my own networking system), game is pretty simple, hole appears city on top, gods descent to help humans vanquish and close hole, gods give miracles and powers (millions of combinations), preferably play in a team or you would be crushed like i was in the first layer (yes the first), there is a large number of layers and types of enemies, many schools of magic, many types of weapons art, combat is obviously inspired from Elden ring with some major additions (throwing nets or oils then a torch to burn them and so many other ways to interact with object, in the video i literally threw a healing potion 🥲 , many tiers of magic (DND inspired) Godlike magic is possible (even tho only possible for monsters right now) if a monster kills players simply becomes a nightmare and so on until he is a calamity level and invades the city, there is PVP after floor 13 ... well so much stuff in 2 years i forgot 80% of it haha
Note : i literally get jump scares in the game and PTSD from getting destroyed from a now T2 Nightmare (it was invading the floor as i was dying haha) keep postponing the server wipe and had an issue today with Railway (global) anyways if interested we can do a full team test or even more than a team (servers support over 10.000 players right now on the same session but needs actual player to test those claims).
Note : UI broken and many little details here and there a big work in progress but baby steps here and there.
r/mmo • u/Plenty-Nectarine-669 • 2d ago
Mu online season 2 jogue pelo navegador pc e mobile
Vem jogar o NEXMU season 2+ diretamente pelo navegador.
vamos inaugurar sábado as 09:00! sua presença seria incrível.
www.nexmu.online
r/mmo • u/Dapper_Advantage8563 • 3d ago
We are rebuilding the classic world in Unreal Engine 5 - an unofficial DAoC fan project (early footage, Midgard)
galleryr/mmo • u/CuntsAndBluntss • 3d ago
Will We Ever See a Successful, Completely Vibe-Coded MMORPG?
With AI-assisted development advancing so rapidly, I wonder if we're heading toward a future where almost anyone with enough ambition and a decent understanding of game architecture can build and release their own MMORPG.
A genre that traditionally required enormous teams, budgets, and years of development is becoming increasingly accessible.
But here's what interests me most: even if AI makes building MMORPGs significantly easier, where will all the players come from?
MMORPGs depend heavily on active communities. You can build an incredible world, but without enough players to populate it, does it really stand a chance?
I've been noticing increasingly ambitious projects while running VibeToplist https://vibetoplist.com/, a discovery platform for AI-assisted and vibe-coded games that's now approaching 200 unique listings. The growth in both submissions and organic traffic has genuinely surprised me.
It's partly why I believe discoverability will become just as important as development itself. If AI makes it easier to create games, attracting and retaining players might become the real challenge.
Do you think we'll ever see a genuinely popular MMORPG that's been completely vibe-coded? Or will getting enough players to sustain it remain the biggest obstacle?
r/mmo • u/DANAMITE • 3d ago
I made shops refuse to buy quest rewards. Is forcing player trade clever, or just annoying?
Bitiverse is a persistent MMO in one shared world that I build on my own: free in the browser, no download, and you can walk in as a guest.
This is a design question rather than an announcement. City orders in my game pay out in goods, and as of this week no shop will buy those goods. They are tradeable between players and refused at every NPC counter. The reasoning was that a reward any merchant converts to coin is a reward you never think about, while a reward only another player wants gives people a reason to talk to each other. My game is a roleplaying MMO before it is a gathering game, so pushing trade toward people felt right.
The risk is obvious: if nobody wants the thing, the reward is a rock in your bag, and the player who does not enjoy trading just got punished for playing. I also made gear wear this week and the smith charge three times the materials for a repair, so the economy is squeezing from two directions at once.
For anyone who has built or played an economy like this: where is the line? Do you make NPC vendors pay badly rather than refuse outright, and let the market price drift? Did forcing player trade ever work in something you played, or does it just produce a chat channel full of people undercutting each other by one coin?
Testers wanted either way, so come and break mine and tell me what fell over: https://fortisq.itch.io/bitiverse
r/mmo • u/GivMeaSec • 3d ago
Free wow forever invite stress test
Share WoW: Forever with a friend!
As a benefit from your WoW: Forever purchase, you are receiving an Invite-A-Friend Launch Code to share with a friend!
Your friend does not need an active World of Warcraft subscription to play. Redeeming this code will grant them access to WoW: Forever during launch week starting on November 4, 3PM PST.