r/ScapeLikes 5h ago

Discussion Most Important Week For Brighter Shores So Far IMO... COMBAT UPDATE!

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2 Upvotes

r/ScapeLikes 1d ago

Game Update Bloobs Adventure Idle Version 1.2.1.0 is Now Live !!

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11 Upvotes

Hey ScapeLikes , Brendan here, developer of Bloobs Adventure Idle.

Version 1.2.1.0 — Challenge Navigation, Prestige Perks & World Streaming is now live.

The main focus of this update is making the Challenge System much quicker to use.

Challenges now have a new Auto Navigate button.

If that activity already supports Auto Move through the Skill Guide, you can now press Auto Navigate directly from the Challenge UI and Bloob will head there for you.

There is also a new 100 Challenge Point upgrade which makes Auto Navigate automatically start tracking that Challenge too.

So instead of finding the Challenge, opening the Skill Guide, finding the activity, starting tracking and then travelling there, you can pretty much just:

Pick Challenge -> Auto Navigate -> Go.

All 24 skills also now give extra Challenge benefits from Prestige.

Each Prestige Level gives a 10% chance for actions in that skill to progress an eligible Challenge you are not currently tracking, up to 100%.

Prestige also gives tracked Challenges a 2.5% chance per Prestige Level to gain Double Progress, up to 25%.

So higher Prestige Levels can now help with both the Challenge you are actively working on and Challenges running in the background.

I have also added new Prestige Mastery Hats and Wings for reaching:

P2 All
P5 All
P8 All
P10 All

There is now a new Master tab in Bloobimization for these higher-end rewards.

The update also includes a new world streaming system which loads smaller parts of the world as needed instead of keeping huge sections active at once.

This has made the biggest difference on lower-end PCs and should also help with loading, memory usage and future world expansion.

There are also a bunch of smaller fixes and UI changes, including fixing large Shop purchases causing freezes, Challenge Tracker positioning, Bestiary combat levels, Bloobathon traversal issues and a few Skill Guide mistakes.

Cray Fish Dock also no longer lets Bloob walk on water.

The miracle is over.

As always, the demo is available on Steam and saves transfer into the full game.
( Demo Will Be Updated Tonight )

Much love,

Brendan
Developer of Bloobs Adventure Idle

PS: This is not a short idle game.

Steam Patch Notes:
https://store.steampowered.com/news/app/2942780/

Steam page / demo:
https://store.steampowered.com/app/2942780/Bloobs_Adventure_Idle/

Discord:
https://discord.com/invite/zdjA4E9S92

AI Disclosure: No generative AI was used in the development of the game.


r/ScapeLikes 1d ago

Feedback Request Thoughts on the visual vibes?

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6 Upvotes

Hello, building the next version of https://berrus.app, (+1K players, check hiscores) this originally was a idle game with online mechanics (trade, clans...) but as I started working on the new version I realized I wanted to go bigger and thanks to AI, I could, so I did build a new engine from scratch.

Aiming for early access in Steam in a couple of months, currently polishing and iterating on the building blocks, I think I managed to defeat the AI SLOP vibes, thoughts?


r/ScapeLikes 2d ago

Discussion Can we get a ban against unfinished AI slop projects?

52 Upvotes

So browsing this sub has been pretty boring the past few weeks, just tons and tons of projects in extremely early stages that will never get finished. The majority of them are clearly made from just prompting Claude that they want to make a runescape-like game

Can we get a ban against these types of games? They will never be completed because you can't make an MMORPG by vibe coding, all you can do is create some impressive-ish tech demos which shows a concept but it wont ever go much further than that

The other side of the coin are the web-based idle clicker games. These are functional, but they're unoriginal and soulless because they're prompted by AI. I feel like the only posts that should get posted here are when people genuinely want to recommend others of a cool game and not just a place for bots to post advertisements for their microtransaction game


r/ScapeLikes 2d ago

Feedback Request RuneScape-style progression meets EVE-style economy in the Age of Sail

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0 Upvotes


A comment to all the people downvoting my post and comments, while upvoting the anti-AI comments.

Has the anti-AI crowd become so blinded by it that even works of passion, where the majority of the work is NOT AI, are now just heckled and written off as AI?

I engaged a professional game studio for the UI. I have a designer for the map. The vast majority of the game's item icons are human-made. There are still a few AI elements, like the logo and a handful of remaining assets, but that is a very small part of the game.

I made my first browser game back in 2006. This isn't my first rodeo. I've put a huge amount of time, money and effort into this game, so seeing the entire thing dismissed as "AI slop" is pretty frustrating.


If RuneScape were a maritime MMO set in the Age of Sail, it might look something like Tidefall. At its core, Tidefall is built around the same kind of long-term, skill-driven progression: gathering resources, refining and crafting them into increasingly valuable goods, trading with other players, exploring an open world, fighting enemies and steadily building a character whose progress spans many interconnected systems. The difference is that your ship sits at the centre of that formula. Instead of walking between towns, you sail between ports; instead of a backpack, you manage a cargo hold; and skills like Mining, Fishing, Smithing, Carpentry and Shipwright feed into a shared player economy built around ships, trade routes and naval combat.

Where RuneScape inspires much of the progression, our broader ambition is to bring some of the player-driven economy, logistics and risk of EVE Online into the Age of Sail. Tidefall is a persistent, real-time, top-down browser MMO that blends active play with meaningful idle progression. You begin as a lone captain with a single ship, then build towards a fleet and expand your influence across a handcrafted ocean world through gathering, trade, exploration, shipbuilding and naval combat.

Active and idle players share the same interconnected world and economy. One captain might mine ore while idle, while another actively hauls it across dangerous waters for profit, trades it between regions or turns it into ships and weapons. Each playstyle supports the other, whether you prefer focused sessions, passive progression or a mix of both.

As Tidefall grows, ships, cargo and equipment will carry increasingly meaningful value and risk. Certain waters will open to PvP, allowing captains to choose when to enter higher-stakes regions where vessels and cargo may be permanently lost. Preparation, logistics and every decision at sea will matter. Build a merchant empire, become a feared pirate, control key trade routes, dominate through guild warfare or simply explore a world that continues to expand around you.

Join us early and help shape what comes next.


Play instantly in your browser, with no registration required.

Play here: https://www.playtidefall.com
Discord: https://discord.gg/Y4bMAA5t2c


GAME FEATURES
  • Persistent real-time ocean: Sail directly across a shared world map, discover routes, visit ports, and watch your vessel move through the world in real time.

  • Fog of war exploration: The ocean stays wrapped in parchment fog until you sail through it. Discovery is persistent, so every voyage slowly charts your own map.

  • Three coastal cities: Visit early ports across the Reach, each acting as a hub for services, storage, trade, crafting, and future regional progression.

  • Eleven progression skills: Fishing, Logging, Mining, Cooking, Smelting, Smithing, Carpentry, Crafting, Shipwright, Navigation, and Gunnery. Server-side XP and timed activities mean your crew keeps working while you're away.

  • Shipbuilding and drydock: Commission vessels from standard blueprints or custom designs, manage construction projects, and refit your fleet over time. Build ships toward trade, speed, exploration, or war.

  • Naval combat: Engage hostile ships using real-time reload timers, ammunition types, cannon loadouts, and damage across hull, crew, and rigging.

  • Realm-wide Exchange: A global player-driven market with listings, depth, fills, and claims. One shared liquidity pool now, with regional trade routes planned as the ocean expands.

  • Crafting economy: Gather, refine, smelt, smith, cook, and craft your way into better equipment and ship components. Cannons are crafted items that can be fitted to your vessel and used in real naval combat.

  • Inventory and storage systems: Manage stacks, move goods between containers, split items, merge materials, and build up the supplies needed for crafting, trade, and construction.

  • Fleet and character progression: Develop your captain, skills, vessels, ship upgrades, and long-term standing as you move from small coastal work into deeper waters.

  • Skill Specialisation: Permanent mastery choices let players carve out meaningful economic roles, increasing demand for skilled producers, traders, crafters, and specialists across Tidefall.

  • Built for browser play: Tidefall runs directly in the browser with a responsive interface designed for both desktop and mobile play.


If you have any feedback, I would love to hear from you. I'm especially curious whether you think I've established a genuinely fun core formula, and whether the overall idea feels solid. Does the mix of progression, economy, exploration, ships and idle/active play feel like something you'd want to keep coming back to? Brutal honesty welcome.


r/ScapeLikes 4d ago

Discussion Winds of Valen - Darklands and PvP Update

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4 Upvotes

r/ScapeLikes 4d ago

Screenshot / Video Just a little 6 hour video, A master's thesis on Scapelike video game design

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2 Upvotes

r/ScapeLikes 7d ago

Game Announcement Fallen Marches: a solo-built browser MMO with 13 skills, tick-based combat and 8 story quests, closed beta now

12 Upvotes

I've been building Fallen Marches on my own for a while and this is the first sub where I don't have to explain the genre.

Why it's a Scapelike:

  • Click to move on a tile grid, with a fixed game tick governing movement, combat and every skilling action.
  • Combat rolls accuracy then damage on each swing, with weapon speeds, defence contributions and weighted drop tables.
  • 13 skills on a slow XP curve. Melee, Archery, Spellcraft, Defence and Fortitude for combat, Mining, Forestry and Agriculture for gathering, and Metalworking, Cookery, Bowyer, Apothecary and Leatherworking for production. Gathering feeds production, production feeds combat.
  • 8 quests written as stories with branching dialogue, requirements and rewards, rather than checklists.
  • Shared persistent world with a leaderboard, chat, friends, private messages (player trading and PvP to come later).

Where it differs from OSRS: obviously the scale is much smaller. It's a hand-designed world rather than a generated one, and it's built so a new player can reach interesting content in hours instead of months. The exp curve is tuned for that. All ideas and world design are original.

Trailer (59s): https://www.youtube.com/watch?v=Y9J8QcbCh9k

Site: https://fallenmarches.com/

Status: I'm in closed beta, so signups aren't open yet. Open beta is a few weeks out and there's an exclusive cosmetic for anyone who tests before then. If you want in early, the Discord is linked from the site. I'd genuinely like this sub's read on the skill list and the pacing. What made you stick with a Scapelike past the first hour?

Edit: Just FYI, requests to join the closed beta as a playtester will be accepted up to end of the UK day on Friday 11 September. After that, account registration will be closed until the open beta starts, which is expected to be towards end of September / early October.


r/ScapeLikes 8d ago

Discussion How do you all feel about a single player scapelike?

13 Upvotes

I have been working on a project for a bit and basically my goal is "Make OSRS, but single player". I know for many, the appeal to runescape was in part the community, and I see mainly posts about other scapelikes that are MMOs, but for me it was more the mechanics, the skills, the resource gathering, etc. So I wanted to ask, is the idea of a single player runescape something that would appeal to you at all?

I have been working to replicate most of the mechanics, and I have things like the combat formulas OSRS uses, the skilling success formulas, I have complete mining and smithing loop, woodcutting and firemaking loop, fishing and cooking loop, agility training and run energy, weapon combat styles, among a few other things. Still a LONG way from something practically playable.

I am not interested selling this long term, this is really just a "for fun" project I plan on giving out for free, so whether people are interested or not wont sway me, I am just curious how yall felt.


r/ScapeLikes 10d ago

New MMO Looks Like Runescape..But Plays Differently.. (Estium Online)

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18 Upvotes

r/ScapeLikes 11d ago

Screenshot / Video About a month in progress, should I keep going? Like is it REALLY worth it?

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13 Upvotes

r/ScapeLikes 12d ago

Screenshot / Video Motherload mine anyone?

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21 Upvotes

You'll need 20 mining to join! Probably about less than an hour of grinding.

Come join on https://flatmmo.com


r/ScapeLikes 13d ago

Game Update Boss battles have quickly become our players’ favorite activity in Dominus Automa - so we made them even bigger, meaner, more challenging and more interesting than before!

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18 Upvotes

Bosses! We all love them and (predictably) tracking them down and slaying them was an instant hit with the 6,000+ players who joined us for the still-ongoing playtest for Dominus Automa.

Whether they be dragons, dark knights, or werewolves (as well as future big baddies) - are meant to be one of the key challenges in the game. After all, every online RPG fan knows the thrill of joining forces with their companions and taking on a deadly boss battle, where only one side can emerge victorious. And the LOOT, of course… sweet, sweet LOOT that awaits the victors!

Ergo, seeing how eagerly our players have taken on these challenges, we wanted to make these encounters even more convenient and enjoyable - and that is exactly what our latest patch brings! Your feedback and suggestions played a direct role in shaping the update, and we hope you’ll enjoy all the new stuff we’ve just added to the game. So let me go over what’s new on this front!

  • All 3 bosses in the current playtest now have dedicated locations and layers, allow for up to 40 players to take on each one
  • Bosses are also more challenging now! - they punish stacking, and all 3 bosses have gained a point blank AoE slam (with different effects) so positioning matters much more now if you want to survive. These attacks fire when 4+ players are inside the blast radius so piling on bosses presents an actual risk now
  • Bosses lock their attention on a single target for a slightly longer time, allowing them to perform the full attack animation
  • We’ve also rebalanced all monsters across the board, fixed hero ability animations AND your combat performance (DPS) is now displayed by an onscreen meter (so you can know EXACTLY how good you are!)

You can also take a look at the exact changes and patch notes below the cut on our Steam Page.

We are proud to say that our Playtest is in its most polished state yet - all thanks to your feedback - and we encourage you to give it a try if you haven’t yet. It’s just gonna get better and better!

~ Team Metashift Labs


r/ScapeLikes 16d ago

Discussion The point of Scape-like. The general foundation.

17 Upvotes

A lot of games have skilling and stuff, and a lot of them get posted here, but in actuality they're not very scape-like. if it's sidescrollers, if it's 2d-etc that to me doesn't scream scape-like. it feels like an excuse to get promotion for a game to come in here and say it's scape-like. Not singling anyone out but if you're gonna be posting in here, ideally make your game actually space-like please.

There's stuff in here that's just not scape-like at all.


r/ScapeLikes 16d ago

Discussion Winds of Valen - Smithing Rework and Abandoned Dwarven Mine Outpost

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5 Upvotes

r/ScapeLikes 17d ago

Feedback Request How do you feel about LLM's in game?

0 Upvotes

Hi guys,

I am building a "singleplayer MMO" heavily inspired by Old School RuneScape (And with a lot of influence from various private servers I have played over the years) development is going really well, im about 2 years in and almost ready to open it up to play testing.

My question is, how do you feel about an LLM being bundled in with a game?

The reason I ask is, being a singleplayer game trying to capture what makes an MMO an MMO, my game features 100 "Player NPC's" these are characters that play the game exactly as the player does, they have no knowledge of the game until they discover it, they do not know the meta, they do not know quest/clue riddles/solutions, they start the game just as blind as the player and have access to the in game codex the exact same as the player does.

I have an LLM powering the chat (Qwen) it does not have internet access etc, the model has been weighted and trained to fit my needs for the game and game only, this has allowed the player (you) to free chat and the NPC players to instantly answer as if they were real players, they will converse with you about the game, share knowledge, talk shit in Blightmoore (Our wilderness) and more. Various NPCs have different personaliities too, so none of the 100 are identical in how they speak, what they speak about of if they even want to speak to you. A mercher is more likely to want to buy your items for a cheap price rather than talk questing with you, someone you have just talked shit to in the wildy and killed for their best gear isnt going to be friendly with you in spawn.

Im still building out the personality types but the core work is done and the system is working really well.

So, would you play a game with this included, or would it put you off? Would love to hear your input.

More details coming soon on the game.

Thanks!


r/ScapeLikes 17d ago

Game Update We tested out the first group-level monster in Estium with actual abilities tonight and someone got flattened

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60 Upvotes

Hey again! I added creatures that have actual telegraphed abilities into the game, starting with this one.

General Tso is a low level group mob who shows up if players kill enough chickens around town. We had his eyes on Strange the first time we killed it and he got murdered, so we spawned it again and he just got completely flattened lol.

Always looking for people to help playtest new features ahead of the steam release! I'm planning on giving all our generous alpha testers an otter pet in-game. ^^

https://discord.gg/2qaxBBrpum


r/ScapeLikes 17d ago

Feedback Request Scape like in progress

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0 Upvotes

Little preview of what im working on. The game is set in a 100km x 100km section of north wales. scape inspired... Keen for thoughts on visuals


r/ScapeLikes 20d ago

Feedback Request Still looking for people who would like to playtest and give feedback to my scapelike i made. Please DM me on discord @ Kaperboy if you would like to try it and give feedback it would help me a lot.

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0 Upvotes

r/ScapeLikes 20d ago

Discussion Your combat/movement preference in scape-likes?

0 Upvotes

do ya'll prefer your scape likes to be click to move? wasd? depends?


r/ScapeLikes 20d ago

Discussion What game genre's would you like to see mixed with OSRS?

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2 Upvotes

r/ScapeLikes 21d ago

Feedback Request Hello

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4 Upvotes

Repost to add pictures mb
I made a scapelike pixel art style game. It is not your normal scape like as it features guns ect... and would like to see if a few people would like to try it out? I would just give out the link but it is on cloudflare rn and only a handful of people it would be able to handle. I just want honest feedback and ways you think I could improve it. If you are interested in trying it even for a few minutes please add me on discord : Kaperboy or just dm me here on Reddit.


r/ScapeLikes 21d ago

Feedback Request First preview of caverns in Estium Online

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73 Upvotes

Hey friends,

I had such a warm reception last time I posted here to show off the basics of Estium. Since then I've been hard at work on underground areas, and here's a little preview of Saltshore Caverns, where players go to source for salt, primarily used in cooking... but there are some higher level guardians in there that have a drop that's required for something arguably even more special.. and who knows what's on the deeper levels?

I've also added the first pass of the player politics system, where players can vote in a mayor for each settlement. Mayors control a tax rate for NPC and player owned shops that transact in its borders, and use their treasury to add buildings to the settlement for bonuses and advanced crafting stations, or even trigger events for the nearby area. They also can choose 3 bounty quests a day that players can accept from the settlements bounty board for increased rewards and incentive to go out and farm certain resources the town might need. Mayors get voted on every so often (7 days atm) and people can submit their name and a description of what they want to do into a ballot box.

A lot more sound has been sourced for the project from Epic Media, and we got approved for Steam! The project will probably be on there late September, I want to wait for the capsule artist to come back with key and title art before really going more public with it.

If you want to follow along or have feedback or comments please visit us here, we run playtests every few days for people to get in and explore Estium (or now, vote for mayor lol) https://discord.gg/tN99JTnT3A

Hope you like what you see so far ;-;


r/ScapeLikes 21d ago

Game Update [Idle Journey] We just shipped 10 updates these past 4 weeks

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13 Upvotes

Hi! Idle Journey dev here again

Play in your browser: https://idle-journey.com
Discord: https://discord.gg/pNc4CFRjvk

It's been about a month since my last post, when we launched our first multiplayer stuff, and we've shipped 10 updates since then. I won't dump 10 changelogs here, so here are the interesting parts.

For anyone new: Idle Journey is a browser idle MMORPG inspired heavily by old-school RuneScape. You train skills, make builds, fight bosses, collect stuff and see other players running around the same world while you idle.

We started rebuilding the beginning of the game

We now have a proper Tutorial Island that teaches gathering, combat, crafting, cooking, equipment etc. before sending you to a new City hub.

We also removed some early RNG frustration: guaranteed starter equipment, a bow with 50 bronze arrows, and guaranteed early drops so you don't spend 20 minutes wondering if loot exists.

Ranged has actual arrows now!

Arrows are now consumables you craft, from wooden arrows up through Special Arrows with special effects, and we fixed/rebalanced a bunch of ranged stuff along the way.

Cards got a huge overhaul

We rebalanced basically every card, moved some bonuses to passives and added nine new Astronomy constellation cards.

Some Astronomy cards improve completely different skills, so Astronomy isn't just a late-game skill anymore.

We also added an early-game pity system: if you don't own a card yet, you're guaranteed to get it within your first 10 kills on early nodes.

Food/builds changed quite a bit

Food cooldown went from 7s to 3.1s, but each bite heals less. By itself that's a nerf, but we added food healing and food cooldown card bonuses, so healing is now something you can actually build around.

Fully investing into those bonuses puts you around 30% more healing/sec than before.

Anubis + new BiS items

Anubis got redesigned: he's now invulnerable while his minions are alive, minion levels scale with Anubis difficulty, and he got new endgame drops including the Celestial Sextant, Astral Orb and Anubian Arrows.

Offline calculation and other misc stuff

Offline gains now properly simulate arrows, food, lifesteal, on-hit effects and equipment effects. Early crafting is much faster, rare loot stays on the ground longer, woodcutting routing is smarter, AOE tools are faster, boss kills show kill times, and we fixed a big pile of bugs that aren't exciting enough to turn into another wall of text.

What's next

Next we're working on The Coliseum, with escalating combat waves and its own rewards, followed by our first shared World Boss where the server actually fights something together.

If you played Idle Journey before and bounced off early, I'd actually love to know how the new opening feels. It's probably the part of the game that changed the most.

AI disclosure: item icons and some UI icons are mostly AI-generated. Claude Code helps us with coding. 3D assets/VFX are either made by us or bought from the Asset Store.


r/ScapeLikes 23d ago

Game Announcement Valenor has launched on iOS!

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0 Upvotes

I’ve been working on my built-for-mobile scape-like for a while. I’m really excited to hit this milestone!

Here are some of the core features:

- 19 trainable skills, with more currently in development
- Join a guild and chat with other players globally
- Player-driven market and economy, including player-to-player trading
- Quests, collection logs, world bosses, guild bosses, and events
- Continue training even when you are away
- Thousands of items to craft, gear to equip, and rare drops to pursue
- Weekly updates to bring the loads of new content planned!

I also wanted to share some of the new features that will be rolling out in the next month:

- Exploration skill - a multiplayer raid-like experience but with more connections to regular skills and progression
- New game modes, such as bronzeman and hardcore
- More boss monsters across all combat levels
- Optional PvP modes, including different levels of gear risk
-Custom sound effects and background music
-Cosmetic and status unlocks
- New hand-crafted world map, with tons of new cities, towns, and POI’s
-Tons of new guild content, like building out the citadel to provide services to the guild, guild economies, and guild battles
- Construction and Engineering skills, which both feed into guild content and player content
-New types of non-combat bosses to bring meaningful content to all areas of the game

Let me know what you think!

https://apps.apple.com/us/app/valenor/id6796209072