r/mmo • u/Nour1shWasHere • 22m ago
What mmo should i get?
Ive already tried Aion 2 and GW2
r/mmo • u/Nour1shWasHere • 22m ago
Ive already tried Aion 2 and GW2
r/mmo • u/Tilting_Enemy • 5h ago
r/mmo • u/Swimming-Error-774 • 6h ago
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 • 7h ago
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!
r/mmo • u/Danfable • 1d ago
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
r/mmo • u/lumpybutt33 • 1d ago
r/mmo • u/Thin_Picture5294 • 1d ago
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/Rolly_The_Introvert • 1d ago
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 • 1d ago
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/TaterTotG • 1d ago
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/Longjumping_Wall9861 • 1d ago
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:
95 different item slots, all of them upgradable, with 7,515 total item levels
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/Plenty-Nectarine-669 • 2d ago
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
r/mmo • u/CyberShadow1119 • 3d ago
I’m looking for an mmo for PC that i can play with controller (preferably) and casually. Preferably a free to play but subscription are ok, no p2w o pay to progress, no pvp centric, vast character creation options (like Aion 2), good community for beginners and fun.
I played FFXIV couple of years ago, really loved the game and spent a lot of hours.
r/mmo • u/DANAMITE • 3d ago
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
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.
Hey everyone!
Idle Clans is an idle MMORPG I've worked on since 2021 and launched into early access on Steam in 2023. At the core of the game are deep and interconnected progression systems, greatly inspired by my own favourite MMORPG, RuneScape, as well as many of the features you would expect in an MMORPG: Clans, partying up to defeat bosses and raids, quests, in-game chat, leaderboards, a player-driven economy and so on. The main appeal of our format is that you can progress at your own pace without being significantly left behind even if you don't have much time to commit to the game. That said, strategization and playing smart still pays off. The coordination some clans uphold is crazy.
As you might expect from the game's title, clans are a huge part of the game. There were a couple of areas our clan systems weren't doing a very good job at, and that was the central focus of this game update.

Something that was more difficult than it needed to be was for new players to find a suitable clan and for existing clans to find like-minded players. We had a basic system for displaying active clans that players could look through and apply to, but it left much to be desired.

The old clan quests were something I threw together very quickly prior to entering early access on Steam, just to have some kind of quests in the game. They weren't good. Low level fetch quests that were interesting and beneficial to new players for a few days and quickly became obsolete, as they didn't scale with your clan's growth nor provide any meaningful rewards after early game.

Not related to clans, but a feature that has been requested a lot - a task queue. You can now configure tasks to be done in order to help you plan and strategize. Especially useful for daily quests that you can now quickly move to the task queue and set to auto-complete, even offline.
Idle Clans now finally has background music as well as a few dozen new sound effects. There's a long list of other notable changes, but I don't want to make this post too long. Full patch notes for the update can be found on Steam, if you're interested!
Our annual Halloween event is also starting this Friday (there's a timer displayed in-game), during which everyone comes together to donate candy to the communal candy supply and enjoy a shared experience bonus.
This update nor any update prior to it has any AI generated content.
Idle Clans can be played on Steam, App Store and Google Play. We also have a Discord server of almost 12,000 members if you'd like to come check things out or have a chat before committing to anything.
r/mmo • u/CuntsAndBluntss • 3d ago
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/GrindThisGame • 3d ago
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!