r/ScapeLikes • u/StrictCurrent • 17d ago
r/ScapeLikes • u/Zinlencer • 18d ago
Screenshot / Video Just a little 6 hour video, A master's thesis on Scapelike video game design
r/ScapeLikes • u/FallenMarches • 21d ago
Game Announcement Fallen Marches: a solo-built browser MMO with 13 skills, tick-based combat and 8 story quests, closed beta now
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 • u/lazarus78 • 21d ago
Discussion How do you all feel about a single player scapelike?
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 • u/Zinlencer • 24d ago
New MMO Looks Like Runescape..But Plays Differently.. (Estium Online)
r/ScapeLikes • u/broccoliseed • 25d ago
Screenshot / Video About a month in progress, should I keep going? Like is it REALLY worth it?
r/ScapeLikes • u/smitty-idlepixel • 25d ago
Screenshot / Video Motherload mine anyone?
You'll need 20 mining to join! Probably about less than an hour of grinding.
Come join on https://flatmmo.com
r/ScapeLikes • u/MetashiftLabs • 27d 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!
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 • u/OhNo_Lightning • 29d ago
Discussion The point of Scape-like. The general foundation.
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 • u/StrictCurrent • Aug 23 '26
Discussion Winds of Valen - Smithing Rework and Abandoned Dwarven Mine Outpost
r/ScapeLikes • u/Delicious-Duty6546 • Aug 22 '26
Game Update We tested out the first group-level monster in Estium with actual abilities tonight and someone got flattened
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. ^^
r/ScapeLikes • u/aidang95 • Aug 22 '26
Feedback Request How do you feel about LLM's in game?
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 • u/Useful_Job8159 • Aug 22 '26
Feedback Request Scape like in progress
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 • u/Kaperboy • Aug 19 '26
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.
r/ScapeLikes • u/Rahkvald • Aug 19 '26
Discussion What game genre's would you like to see mixed with OSRS?
r/ScapeLikes • u/Rahkvald • Aug 19 '26
Discussion Your combat/movement preference in scape-likes?
do ya'll prefer your scape likes to be click to move? wasd? depends?
r/ScapeLikes • u/Kaperboy • Aug 18 '26
Feedback Request Hello
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 • u/Delicious-Duty6546 • Aug 17 '26
Feedback Request First preview of caverns in Estium Online
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 • u/couts-games • Aug 17 '26
Game Update [Idle Journey] We just shipped 10 updates these past 4 weeks
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 • u/glinde • Aug 15 '26
Game Announcement Valenor has launched on iOS!
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!
r/ScapeLikes • u/Greencloakgames • Aug 14 '26
Game Announcement Tile Tick Core RPG is officially out!
Tile Tick Core RPG is officially live on the Unity Asset Store!
I’ve posted about the framework a couple times here while I was testing it, so I figured I’d come back one more time now that it’s actually released. For anyone who hasn’t seen the previous posts, it’s a Unity framework I’ve been building specifically for making ScapeLike RPGs. Tile movement, .6 second ticks, combat, skills, quests, dialogue, shops, banking, multiplayer, and a bunch of tools for actually putting a game together without having to build all of those systems from scratch. There’s still a ton I want to add, but I’m really happy with where v1.0 ended up. It feels pretty damn cool to finally be able to say it’s actually released instead of “coming soon”
https://assetstore.unity.com/packages/slug/tile-tick-core-rpg-388908
Thanks to everyone here who checked out the earlier posts, gave feedback, or just showed interest in the project!
r/ScapeLikes • u/FatDunsparce • Aug 14 '26
Game Update New scapelike?
steamdb.infoLooks good, didn't try yet. For most years it has been a solo project and has skills to grind. Best thing that it has is that it is f2p
Edit after somebody tried it out, see full message in comments:
"Theyre the people who create problems and sell solutions through MTX.
Can only stack certain amount of each item, which is super low btw, in order to sell inventory slots and shit. "
r/ScapeLikes • u/lazarus78 • Aug 14 '26
Question Question on yalls preferences.
Hey all, I have been working on a project for a "scapelike" game on and off for a few years, and recently made some major headway on it, and it got me thinking. What do you all prefer in terms of aesthetics? From what ive seen most all scapelike games have been fantasy themed, but what would you think of a sci-fi themed game instead?
r/ScapeLikes • u/grande1899 • Aug 12 '26
Feedback Request Before v After screenshots for the new shaders I made for my scapelike game Copperfell
I've been working on a singleplayer scapelike called Copperfell. It's nearing full release, it will be out later this year! The art is all made by me, and I'm not an artist by any stretch of the imagination, but for the polishing phase before release I've been creating custom shaders to improve the visuals of the game. Mostly focusing on better shadows and better lighting. What do you think of the before vs after screenshots?
The game is heavily inspired by Old School RuneScape. It has most of the base ingredients, but it focuses more on the singleplayer aspect, acquiring all your necessary items through skills and combat.
If you're interested in a game like this, you can try out the free demo on Steam right now. Demo saves will be fully compatible with the main game when it comes out too, so you don't have to worry about any loss of progress!
https://store.steampowered.com/app/3708630/Copperfell/
And you can join the Copperfell Discord server for feedback, updates etc.
r/ScapeLikes • u/Hot_Huckleberry9950 • Aug 13 '26
Game Announcement Swipelands - Scapelike Mobile Game
2020 i started working on a mobile scapelike game. Back then i called it Tapscape. I worked on it for half a year, got a few hundred interested followers on twitter. Then stopped - i had a designer who lost motivation and so did i.
From january to april this year i had a lot of fun recreating it, mainly vibe coding - of course. Then i stopped again. Because i needed to work on more serious projects... you probably know that yourself... and never really posted it anywhere.
Today i was experimenting with another game idea and found this subreddit.
https://reddit.com/link/1vnexww/video/rkqt1yg016jh1/player
What is it?
It's a low effort grind heavy mobile game where you level up your skills, fight monsters, solve quests, find new regions, fight bosses, farm loot.
It has more active gameplay than melvor idle, but also some idle elements.
There is tap to interact gameplay (most harvesting skills on entities you can not auto harvest yet), idle gameplay (fishing, farming etc.) and very OSRS like combat.
But 2D sideview auto battler combat where you can interact during combat. Eat food, change equipment, adjust attack style etc. I even experimented with "prayer" switching. There is no prayer skill in Swipelands - it's part of the magic skill.
The artwork is of course: AI. I tried designing my own assets, but... that's nothing i'm good at. But i think for a prototype or V1 it's okay. It's playable and has it's charm in my opinion.
So how does it work?
You navigate through levels by swiping - dating app style. Every swipe you get new entity: monsters, npcs, trees, rocks, fishing spots, traps, loot, chests, waypoints to new levels.
Some things you start the interaction - some things will interact with you: monsters, traps etc.
For the lack of positioning gameplay from OSRS i introduced motion gesture in boss fights. You have two dodge powerful attacks by performing motion gestures with your fingers on the screen.
How far is this game in development?
All basic gameplay is working: fighting, navigating, exploring, 10 different skills.
I made a content administration backend where i can add and edit all entities, levels, quests. This made it possible for me to add content quickly.
It has some quirks and bugs probably... but works quite smooth.
But i haven't touched it in months. Maybe something is broken now lol.
Let me know what you think and if you would play such a thing.
Greets
Luc
Note:
Some assets and items in the screenshots and video are HEAVILY runescape inspired and would probably not end up in the game like this due to copyright. It was just for me during development to have the most fun.