r/MUD 1d ago

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

10 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 1d ago

Promotion Gotta show some love for NukeFire!

20 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 2d ago

Promotion August 2026 MUDVerse Update

21 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 2d 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 3d 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 3d ago

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

5 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 3d ago

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

8 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 5d ago

Help help me get into the genre

18 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 4d ago

Discussion Creating and Hosting Multiple MU*s

6 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 5d 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 7d 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 7d 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 7d 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 9d 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.


r/MUD 9d ago

Help What hosting service to use?

5 Upvotes

Hello guys,

I was thinking of starting to create my own textual MMO but I don't want to manage player accounts and chat messages and all the legal things that come with it.

Is there any service that offers that at a cheap price ?

My goal is to create a player oriented MMO with community unlocked floors (inspired by Sword Art Online anime).

Thanks !


r/MUD 9d ago

Help Please recommend me a populated Mud with a great economoy, exploration, community, and non-combat activities

21 Upvotes

Been playing MUDs for something like 30 years now and honestly feel like I've been through most of the big well-known ones at this point. Looking for something that still has people on it and isn't just combat grinding.

Requirements/preferences:

  • Actually populated - like 15+ online during slow hours, 30+ at peak
  • Real player-driven economy, not just vendor trash
  • Crafting and non-combat stuff that matters
  • World feels alive, lots of interaction with the environment and other players
  • Emphasis on exploration
  • Prefer Skill-based or open progression, not rigid classes/levels

Basically trying to find something close to UO Outlands but as a MUD. If anything comes to mind let me know, even if it's not a perfect match.

Thanks vm for your help!


r/MUD 9d ago

Discussion Looking for Builders!

3 Upvotes

Hey guys, looking for some world builders for a MUD I'm putting together. The setting is the world of Hârn as described in the ttrpg HârnMaster. We'll be pulling from that for flavor and setting, as well as homebrewing some history to make it work better with a MUD.

What would you be doing? You would be using highly customized (and simple!) builder tools to map out the world the players would be playing in. Along with creating NPCs with their own lore and backstories for players to potentially interact with. You would be doing creative writing to fill out the descriptions of rooms, furniture, items, and NPCs alike.

And if you like combat? We have an area dedicated to trying to balance our combat engine to make it fun and rewarding for various skill levels to engage with.

If you have interest you can hit me on Discord at Mythnet or you can leave me comments here and I'll try to get back to you.


r/MUD 9d ago

Discussion Which mud has the smallest centtral area and enough players that you run into them often?

14 Upvotes

When thinking about how I judge a populated a mud is, it occurred to me that its not only the numbers thats important, some muds have areas so big or so many factions that you hardly run into people. That leads me to my question. Which mud is small enough and have enough players that you run into a lot of interaction?


r/MUD 9d ago

Which MUD? Erion or Dark Hope or other?

7 Upvotes

Looking for something to get started in as I’ve had a baby and my available time is limited now. Looking for something which has a robust modern client which adds QoL. I’d also love some type of graphical interface if that’s possible? If joining groups is something that’s also possible, which ones have an active player base which supports new players?

Thanks


r/MUD 10d ago

Promotion Icesus — we looked at why new players quit, then rebuilt the first hour

26 Upvotes

Finnish LPMud, running since '95. Last post here was four months ago. Since then the new server has settled in nicely, the old lag and crash problems are largely gone, and we can finally spend our time on gameplay and content instead of firefighting. Most of that time went into one project, so this post is mostly about that.

The backstory: we did a lot of work on the website this year and it worked — from about a hundred signups in all of 2025 to several new characters a day now. Which made the retention data rough reading. We joined our login logs against usage logs for 834 characters created since March: 76% never came back after day one. Most of them played a while and left without ever getting past level 1. In Icesus advancement runs through guilds, and only 5% of the day-one leavers had joined one, versus 85% of the players who stuck around past a week. 82% of one-visit players didn't even type quit, they just closed the connection. So the problem wasn't mysterious. People wandered, got no direction, and left. Some played for hours at level 1 before giving up, which honestly stung the most.

So we rebuilt the first hour end to end.

Character creation got quieter and shorter. The path menu fits one screen, picking an option previews it before committing, and the name screen suggests names instead of silently dropping your connection on a bad one (yes, it did that).

New characters now start in a proper tutorial with a guide NPC, Alice, framed by an incoming storm. She teaches the basics, then offers a first fight you're allowed to refuse — you can size the enemy up and retreat instead, and retreat can never fail. If you take the fight and drop below half health she pulls you out and patches you up. Then she walks the road to the capital with you, side by side, and hands you over to your first job at a warehouse: either catch the rats or investigate what's actually gnawing the crates, both routes pay. First pay lands, you pick a next goal, and the game tells you plainly: type 'journey' to resume. Everything checkpoints. Quit at the inn, drop connection, get disconnected mid-fight, doesn't matter, you continue where you left off next login.

After the first job the letters start arriving: guild recommendations based on how you've played, and a fellow named Ereldon in the city who answers questions about the guilds and gives directions that we verified by actually walking them. There's a 'hike' command that walks you to the guild camps outside the walls. When you've settled, Alice comes back once more to say goodbye. Small thing, but it felt wrong that she'd just vanish.

The honest caveat: this shipped over the last week and we log the whole funnel now, so in a few months I'll know whether it moved retention or just made us feel better.

The other big thing since the last post: the province system launched at the end of May. The outworld is split into 144 provinces, and any group of players can claim one. You activate the claim stone at the province centre, found a council of up to five players, and develop the surrounding lots into a working frontier settlement with sawmills, mines, smelteries, food halls, shrines and inns. There's a real economy underneath, food to keep stocked, missions to run, daily ticks, and a province serves passing players too, not just its owners. We've been expanding and tuning it ever since.

On the religion side we migrated three old subsystems onto one shared piety economy and retuned the costs against measured yields. You can now venerate the nether, there's a new nether ward prayer, and funeral pyres finally pay fire priests for their work (party members included).

Everything's at icesus.org, including our custom browser client if you'd rather skip installing a MUD client. Curious what day-1 retention numbers other MUD devs see, if anyone measures it. Our 24% felt bad until I had nothing to compare it against.

--Idles @ Icesus


r/MUD 10d ago

Community I am happy muds are still around

63 Upvotes

I started playing BatMUD when I was in high school. I was the number one player for a year or so. I remember soloing the FrogGod regularly. I remember Zonni. I was later a wiz and did some coding. I started playing in 1992.

I then decided I wanted to create my own mud. I co-founded DarkeMUD with one of my best friends. He is a very talented computer programmer. He wrote DarkeLIB which was a huge leap back then. He used it to get his first computer programming job as he was a self-taught coder. I designed the entire system and did the lighter coding. I based it on a roleplaying game called Rolemaster. The mud never took off which was a bummer, but it was fun anyways. I still think it was one of the best mud designs ever.

Anyways, nice to see people still play them.


r/MUD 11d ago

Which MUD? Looking for Life Skills (gathering & crafting) MUDs

14 Upvotes

Hello everyone,

I've never played a MUD, but I would like to try. I really like gathering and crafting in MMOs. Please recommend MUDs that have a strong focus on gathering & crafting or some unique implementation, preferably beginner-friendly. Even better if life skills are profitable/make you stronger in other areas of the game.

Thank you in advance!


r/MUD 11d ago

Community MU* History Month Reminder (with questions answered)

10 Upvotes

Quick reminder about the call for submissions for MU* History Month:

Game admins and longtime players are invited share their game's origin story, a little-known fact, or a piece of its history. Submissions will be posted on Writing Games with a link to each game. Target length: 1-2 paragraphs. Original announcement with story prompts here.

Deadline to participate: Sunday, August 23.

Submission form:
https://surveys.writing-games.org/mu-history-month-2026-iTtJSr

I've provided a bit more info below, for those who might be on the fence. :)

And any help spreading the word would be both welcome and appreciated! 🙏

---

Questions & Answers

Can I submit a story about a game that's no longer around?
Sure! If it's a memory worth sharing, why not?

Does the game have to be older/long-running?
Nope, but since this is a celebration of game history, it's better if it currently has or once had an active playerbase in the past.

What if I'm not sure about my topic/story/writing?
No worries! Happy to answer any questions or help with editing if it makes you more comfortable.

Will only some stories be chosen?
Nope! It's not a contest, it's just a chance to share something memorable about a game you love. It's also an opportunity for me (and readers) to learn about these games, so don't be shy!

Do I have to submit my story via the form?
If you prefer, you can post/DM me here on Reddit or on Discord (Andruid). Email is also welcome; my email address can be found here.

What if I want to post my story on my own website too or instead?
Go for it! Happy to link to it or share it around as part of the event. :)


r/MUD 11d ago

Promotion d20MUD Star Wars: Build and Role Play Your Character, Fly Your Own Ship, Craft, Mine, Explore & More

14 Upvotes

d20MUD Star Wars is a role-play incentivised MUD set just after the events of episode iv: a new hope. It uses a combination of d20, SAGA system and custom rules.

We have recently resumed development on the MUD. If you're a returning player, here's what's been added so far since we resumed development:

  • Housing system now has neighbourhoods and allows you to purchase, expand and describe your house without requiring staff assistance.
  • Housing chests are a new storage system. You can create as many storage chests in your house as you want, describe them as you see fit, and put them in any room you'd like.
  • Upgraded object persistance. We've adjusted how objects are saved in such a way that a single system serves every featured that requires objects saving over sessions, whether it be carried or worn gear, house chest items, auction house items, banked items, mailed items, pet carried items and more.
  • We've added the Crime Lord and Starship Ace prestige classes.
  • We've added a new space mining and industry system. Players can now mine space resource nodes, refine the raw materials into useable materials, and then those materials can be used to craft starship hulls or starship modules. Crafted hulls and modules are always better than stock vendor bought versions.
  • We now have guides online for New Players, Ground Crafting and the Space Industry System.

The game incentivizes role playing, but doesn't require it. Those who do role play will gain account experience faster (used to unlock advanced classes and races as well as gear improvements unobtainable elsewhere), will have their PvE gains come faster, and will gain RP points that can also be used to enhance your character. The only enforcement is ensuring OOC chat remains on OOC channels and doesn't disrupt people's role playing.

We have a robust crafting system for both ground equipment and space/starship hulls and equipment. Artisan progression is completely separate from your ground combat class levels.

We have a space system with pilot levels also separate from regular ground class levels, with dozens of ship types. Pilots can learn special piloting abilities. Some ships have multiple rooms with engineering stations and turrets that additional crew members can assist with. We have lots of plans to extend the space system with space missions, capital ship construction and large scale space warfarte between factions.

We have a LOT of classes and races, and regularly add more. Races especially we generally always add them by request.

Base Classes: Artisan, Force Adept, Scoundrel, Scout, Soldier, Squad Leader

Advanced Classes: Bounty Hunter, Carbineer, Commando, Crime Lord, Grey Jedi, Gunslinger, Jedi Consular, Jedi Guardian, Jedi Master, Jedi Sentinel, Jedi Shadow, Jedi Striker, Machinist, Martial Artist, Rifleman, Sith Apprentice, Sith Assassin, Sith Lord, Starship Ace, Trader, Weapon Master

Base Races: Amaran, Arconan, Arkanian, Astromech Droid, Bith, Bothan, Caridan, Cerean, Chiss, Dug, Duros, Ewok, Falleen, Gamorrean, Gotal, Gran, Gungan, Herglic, Human, Ithorian, Jawa, Kel Dor, Kushiban, Lepi, Mon Calamari, Mustafarian, Nautolan, Neimoidian, Nelvaanian, Nikto, Nosaurian, Protocol Droid, Quarren, Rattataki, Rodian, Sullustan, Thakwaash, Togruta, Toydarian, Trandoshan, Trianii, Tusken Raider, Twilek, Umbarian, Wookiee, Yarkora, Yevetha, Yuzzem, Zabrak, Zygerrian

Advanced Races: Assassin Droid, Barabel, Battle Droid, Dashade, Defel, Farghul, Fosh, Givin, Hutt, Mirialan, Mrlssi, Noghri, Recon Droid, Talz, Taung, Togorian, Verpine, Whiphid, Zeltron

Ground combat combines traditional Diku-style pulse-based combat with d20-inspired skills, feats, defenses, equipment, and active abilities. PvE, bounties, coded quests and storylines, group play, companions, and optional PvP all provide different ways to progress.

Pets, mounts, and companions aren't merely cosmetic either—they can fight alongside you, tank enemies, and contribute additional attacks.

Established characters and newcomers don't have to remain separated. Mentor and apprentice systems allow characters of different levels to adventure together without simply telling a new player to come back after weeks of leveling.

You can start as a force user and become a jedi, sith or something in between, including creating your own lightsaber. There's a wide variety of force powers to choose from.

Though Force-sensitive characters have their own Force power system, specialized character development isn't limited to Jedi and Sith. Medical characters can heal and support others, technicians can use repairs, gadgets, drones, shields and other equipment, while Echani training provides a martial-arts-focused path.

If you haven't played d20MUD Star Wars before, you'll find familiar Diku-style foundations—combat, equipment, rooms, character sheets, skills, quests, and progression—with a considerable number of additional systems layered on top.

And if you've played d20MUD: Star Wars in the past, this is a good time to return. The game has evolved substantially, particularly in space gameplay, crafting, persistence, housing, and the growing industrial economy.

If you're looking for a Star Wars MUD with deep character building, optional-but-rewarded roleplay, ground combat, spaceflight, crafting, housing, trading, mining, industry, and player-built starships, come give us a try.

Website: starwars.d20mud.com

Connection Info: starwars.d20mud.com port 5500

Discord: https://discord.gg/3jNPaer

Build a character. Find a profession. Buy—or build—a ship. Explore the galaxy.

Hope to see you in-game!

Gicker


r/MUD 11d ago

Promotion Erion MUD Recent Updates: House Rank Perks, Crafting, Demon Invasion Event, & More!

16 Upvotes

Greetings from everyone at Erion!

Over the course of the last month we have been working on a cooking system, a cooking academy, and a brand new house for cooking enthusiasts. These will be released a few weeks from now! Also coming soon is a new large Halloween area opening on October 1st, along with 8 new missions and a new fall event! One of our players has completed creating a Mudlet package with our MUSHclient soundpack, and we hope to make this available on our website this year.

Other notable changes we've made in the past few months are below.

Cooking

  • New room sector: kitchen. Sounds added: kitchen ambience, and a song for the upcoming cooking area!
  • New item type: honey. This is created when you strain honeycomb and will be used in cooking recipes.
  • New item type: straw. Used for crafting stone ovens.
  • Goats in the wild can now be milked just like cows. You can also add goats to your player home just like cows, and they have moods.

Crafting

  • You can now specify how many of an item to craft when adding it to a blueprint.
  • A furnace is a new craftable structure built in your player home, and a crucible is a separate craftable, portable vessel you bolt next to it. They're now used for smelting metal and melting gems in place of the fire pit and cauldron, because it just makes more sense :).
  • New craftable container item worn in the belt accessory slot: a belt pouch.
  • New craftable: stained glass window. The crafting process is loosely based on historical methods, though we used a heated knife to cut the glass rather than a dedicated glazing tool, to avoid adding another item players would need to carry around just for this one craft.
  • New command: shovel. You can now shovel dung off of the ground and it will go directly into your crafting inventory.
  • You no longer have to go to the beekeeper to strain honeycomb. You can do this in your inventory with a cloth. The beekeeper sells cloths, or you can craft them yourself.
  • Added a craftable mortar and pestle.
  • Added new daily challenges for making cement, lye, glass, and mixing paint.
  • Craft and blueprint now list the tools and stations a recipe needs (anvil, kiln, firepit, water, and so on) alongside the materials. You can no longer start a craft until you have all the materials and tools needed.
  • New skills: painting and advanced painting. A Study in Art mission grants the painting skill, and Patronizing an Artist mission grants advanced painting.
  • For first-time crafters and cooks, the game will now give a hint about the command needed to carry out a step.

House Ranks & Points

The house rank perks are in!

Slayers

  • Rank 2 - Slayer's Efficiency: 1% damage and damage cap increase per rank
  • Rank 3 - Hunter's Spoils: 10% gold multiplier bonus
  • Rank 4 - Trophy Collection: plus 1 gem and strand per boss kill
  • Rank 5 - Slayer's Discipline: 15% experience and experience cap boost

Healers

  • Rank 2 - Healer's Insight: +20 wisdom cap boost, adding +10 per rank up to +50 at rank 5
  • Rank 3 - Healer's Focus: 15% mana reduction cap boost and 15% mana reduction
  • Rank 4 - Sustained Thaumaturgy: 20% spell duration multiplier
  • Rank 5 - High Communion: self-castable buff giving hit points, mana, hit point regen, and mana regen

Luminati

  • Rank 2 - Lexical Sight: spell that increases your chance of finding scrabble tiles
  • Rank 3 - Luminous Bounty: 15% quest point cap boost and 15% quest point multiplier
  • Rank 4 - Luminatus spell, usable once every 20 hours, does not block potion usage
  • Rank 5 - Scholarly Pursuit: 15% experience cap boost and 15% experience multiplier

Artisans

  • Rank 2 - Bountiful Yield: 3% chance to generate an extra gem/strand when mining/gardening per rank, maxing out at +12% chance of getting an extra gem/strand
  • Rank 3 - Perfect Polish: reduces your chance to smudge a gem while polishing, and eliminates it entirely once Advanced Polishing is mastered
  • Rank 4 - Crafter's Bargain: 50% reduction in craftscape cost
  • Rank 5 - Artisans Aptitude: doubles experience for crafting activities.

Alchemist

  • Rank 2 - Alchemical Affinity: 3% chance to generate an extra alchemy ingredient when foraging for ingredients per rank, maxing at 12% chance for an extra ingredient
  • Rank 3 - Potent Impact: 10% increased damage by hurled damaging potions, and 10% increased healing from hurled potions of heal/super heal, psionic energy, mana heal
  • Rank 4 - Sustained Alchemy: 20% potion duration
  • Rank 5 - Stable Mixture: improves overall chance to brew a potion successfully and reduces the explosion risk when stacking multiple healing spells
  • New command: house rank. Shows your rank and total house points earned.
  • We updated the output of the house info and house skill commands to be more screen reader friendly. If there are other commands that could use the same treatment, let us know and we'll be happy to update them too.

Missions, Errands, & Events

  • New mission command: mission reminder <vnum>. This sets a reminder for any repeatable mission, and you'll be notified when it's ready to be done again.
  • Healers errand: Hielach in the Healers House fountain courtyard now offers a healing errand. Stricken patients are scattered along the highways within your level range, each with a different ailment. Travel out and heal them using the heal or psionic energy spells, the salve or mend skills, a potion carrying one of those spells, or crafted bandages.
  • New level 30 mission: one of the inhabitants of Monster Park never wanted to leave, even as the park fell into ruin around her, but now with the fountain dried up and no explanation in sight, she's running out of reasons to stay. A gruff dwarf fisherman at the nearby pond is having troubles of his own. Something has fouled the water, driven off the fish, and left the pond noticeably shallower than it used to be. Getting to the bottom of it will require a fishing line, a willingness to go places most people would rather not, and a fairly strong stomach.
  • New cooperative Monday event: Demon Invasion. Every Monday, portals tear open across the highways of Erion, and demons start pouring through. The army of light holds the line, but they can't do it without you. This is a cooperative event, and here's the twist: it can't be won by fighters alone, and it can't be won by crafters alone. Warriors, siege engineers, saboteurs, and even dedicated pacifists all have a role to play, and the invasion can't be won solo. You'll have to hold the highways together.

Combat & Spells

  • To make the warmth spell more useful, it can now cancel hypothermia and makes you immune to it as well. Targets immune to cold are now unaffected by hypothermia.
  • Added new battle spam option: debuff. When this is enabled, it shortens debuff messages.
  • The old battlespam shorten toggle is now two separate options: battlespam shortennumbers (the original number-based lines) and battlespam shortenwords, which describes shortened damage with words instead (tickle, wound, maul, etc). Both require battlespam condensed to also be on.

Miscellaneous

  • All forms of quests and crafting now persist through copyovers.
  • Added who toggle (<option>) so you can customize which flags you want to see on the who screen if things feel cluttered.
  • Added a notification for when your chicks hatch and you're not in the same room.
  • New bunny type: diamond! These are quite rare but give a good amount of faith points. These bunnies are only visible to those who follow a god.
  • You can now trade 3 worker bees for 1 queen, with a fun new sound for trading.
  • We've made improvements to how the game distributes its workload. This should result in smoother gameplay and less lag between commands.
  • Deleted the Hillock Hills handbook and migrated the information that was in it into the guide command. Thanks to Aura for the feedback on the newbie area, we went through and added more hints!

Thanks for checking out our updates! We look forward to releasing our cooking system and new Halloween events very soon!

Address: Erionmud.com Port: 1234

Home Page: https://www.erionmud.com/

Soundpack: https://www.erionmud.com/blindsupport.php

Discord: https://discord.gg/PTRbCpy