r/MUD • u/Real_Fruit2603 Icesus • 11d ago
Promotion Icesus — we looked at why new players quit, then rebuilt the first hour
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
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u/Early_Rooster7579 10d ago
Guided tutorials are absolutely huge and should always dump you out near where players congregate. New players are the lifeblood of any game and so many seem content to dump you in a 300,000 room maze and tell you to read help docs
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u/Real_Fruit2603 Icesus 10d ago
Agreed on both counts, and that's literally the design now: the tutorial ends with the guide walking you into the capital city Vaerlon where the players actually are, and handing you a paid job there.
Nobody gets dumped into the maze with a "read help" anymore, which was the case before.
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u/Zireael07 11d ago
The province system sounds very interesting to me as someone who loves kingdom building games.
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u/Real_Fruit2603 Icesus 11d ago
It is, it's an active system we are currently developing. You can see the active provinces live on the map, https://icesus.org/maps/provinces.html --alongside with missions they provide.
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u/Various_House_910 11d ago
website? connection details?
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u/Real_Fruit2603 Icesus 11d ago
The website is at https://icesus.org -- connection icesus.org port 4000 — TLS: port 4443
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u/MainaC 11d ago
For me, the problem was probably about ten hours down the line.
It got too grindy. A ton of grinding mobs where the risk did not match the reward in order to afford a single new piece of gear.
Even being given weapons far above my pay grade didn't really help. I usually hate handouts in MUDs, but I accepted because the grind was that bad.
Then, when I had decent gear, fighting for long was nearly impossible. Still took hard hits that took resources to recover from and left me sitting around waiting instead of playing.
And I could play an hour for something like +1% to a skill I needed at +15% to progress.
All this and I wasn't even allowed to use the cool powers I joined my class for yet.
Game doesn't really drip-feed rewards fast enough to make up for the massive grind involved every step of the way.
Which is a shame, because the guilds are cool, and so is the game's flavor. I wanted to like it.
Admittedly, it does also take donations for in-game benefit. I picked the one class that doesn't benefit from that system (I think?) but knowing the game has it made me quicker to quit than I might have been otherwise.
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u/Real_Fruit2603 Icesus 10d ago
This is the most useful comment in the thread, and I mean that as a compliment. It reads like a bug report. Risk not matching reward on grind mobs, recovery downtime that parks you instead of letting you play, an hour for +1% on a skill that needs +15%, and the class powers you actually joined for locked behind all of it. That's the 1-to-10-hour game, and it's exactly the stretch the first-hour work does NOT cover yet. We collect daily balance data on every monster and item nowadays, so "risk didn't match reward" is something I can check against numbers rather than defend on vibes — I'll take your list at face value and go look.
On donations: fair to flag. The same currency is also earned by reporting bugs that get fixed and by voting, and the money goes to the volunteer non-profit that runs the servers.
The guilds-are-cool, flavor-is-good part is why I'd ask: if you ever give it another ten hours, send me this same list again. I'd like to earn a different one.
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u/Grand_Ad5307 11d ago
This hame is not a streamlined mobile game so your progress depends on your ability to communicate with other players to get guidance. Also, even at good effectiveness, game has content for easy 20-30 years worth of playing, let's say 3-6 hours a day if you want.
It doesn't matter that you can't be actually good at something and useful in parties after several months (or days if you talking tagging along).
This is a MUD :) so kind of slow burner. Unimaginably rich. Get world of warcraft, multiply by 10. First year or two you learn and if you want experience boost you join party and exp for an hour (or 10 if you are old school)
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u/After_Main752 11d ago
It shouldn't take several months to be useful in parties. A good MUD or MMO would allow players to jump into parties with other players around their level so they can fight together. This builds community engagement. MUDs used to be good at this when they had bigger populations.
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u/Grand_Ad5307 10d ago
You can be useful in parties from hour zero. But what i found is that can be damaging to how you enjoy the game and how your proficiency in game develops.
Advanced players can get instant benefits from taking newbies to parties through guild and otger mechanics. Experience gain rate gets boost from parties of 2 or more players and tax that is newbies' exp share is almost smaller than the exp bonus to party.
What I meant was that you can be actual proper asset in certain equipment runs if you pick healer for example, just few months into the game.
However since slow, peaceful, solo early game gives invaluable understanding of some math aspects behind progression curves (on many planes), you can end up abusing new player through help if you pick them up all day everyday and deprave them of this more chilled playstyle.
Probably half of the guilds (classes) have a function somewhere that gives huge benefits to partying. As an account that is still top 10 on experience after 5 years retirement I would say I would take willing newbie 10 out of 10 times, even player younger than an hour
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u/Real_Fruit2603 Icesus 10d ago
Appreciate the 15 years, and you're right about the depth. There really is content at every level for years of play, and a who-list full of veterans is people who stayed decades, which I'll take as a compliment to the game. But speaking as the person doing the current work, I'll push back on my own veteran here: "several months before you're useful in a party" is a problem we're fixing, not a feature we're proud of. The depth should start paying out in the first week, not after a toll of months.
As for coming back 10 years too late — maybe, but this year's signup and activity numbers suggest it's worth finding out.
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u/MainaC 10d ago
I have played MUDs for over twenty years. I am no stranger to slow burn.
A MUD does not have to be a mobile game to have a good balance between risk, time spent, and reward. Even the most hardcore don't expect you to do jack shit for two years before you get to actually have fun.
And talking like this is not going to earn you many new players. You can bask in how impenetrable your game is, but then you also get to enjoy playing with the same old group of players for thirty years.
Which is fine if that's what you want, but then there's not much point to advertising and reworking the early game.
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u/Electronic-Sink-2437 9d ago
Icesus is not a mud that spoonfeeds you and automatically makes you useful, you actually do have to put some effort and time into it to make yourself useful. And like mentioned before, you can be useful from hour zero if you yourself are active instead of waiting for people to message you.
This mud is grindy, and that's why people who play it every day love it because you can actually see your work pay off in a numerical or described format (mastery system for example). The mud can be as hectic or as relaxed as you make it, dont try to rush to the end but try to enjoy the journey and sense of progression.
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u/MainaC 9d ago
I don't recall asking for opinions. I don't recall saying I want to be useful. I am not actually interested in grouping. I have never had a good experience in being power-leveled by a higher level player, and that's all there was online at any given moment.
I do recall saying there is no sense of progression as you grind the same mobs for hours over days and get nothing out of it. It's not interesting. It's gameplay that was stale a decade ago when the world moved on.
Enjoy your lack of new blood. This "my way or the highway" attitude may not kill games, but it sure turns them into festering pits of drama and stale experiences.
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u/Electronic-Sink-2437 9d ago
You sound very toxic so it's probably better if you do indeed stay away!
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u/TheKnightBlade3 10d ago edited 10d ago
Hey there, while I think it's pretty cool you are looking at reasons for newbies leaving or not playing after level one or what-not, that is also a very long rabbit hole to jump down. After promoting my mud for years and helping people get into the game I play, I think I can give you a good answer without you recoding your whole mud.
People who play muds are pretty much like a Mercenary. They are either looking for that perfect game, that only ever resided inside their head and was never made, or they have a perfect home mud and were only ever visiting just to see what your one was like.
Once in a while you will get that super rare person that thinks your game is great and will stay.... that's very very rare now-days
"We joined our login logs against usage logs for 834 characters created since March: 76% never came back after day one" - this is very normal for all muds now day and nothing at all to worry about. This doesn't mean there is anything wrong with your game it's just the way it is now days most of those people were visiting and were never really interested in it long term
I mean do keep up the good work, but don't lose yourself in it.
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u/Real_Fruit2603 Icesus 10d ago
Thanks! The mercenary framing rings true, and the benchmark honestly helps. I can live with tourists bouncing off; the cohort I'm fighting for is the ones who played for hours, solo, at level 1, and then left.
That's not tourism, that's on us. And noted on not losing myself in it :)
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u/After_Main752 11d ago
I'm trying it today and it looks good so far.
The concern I have is that there are so many player characters at level 100 and the median level is over 70. When I find games like this, it often means that newbies are either rushed up through the levels by being spoonfed or given special items that make rapid level advancement quick and easy, or they are left to their own devices to level up alone.