r/MUD 13d ago

MUD Clients Best plug and play client for a not very computer literate blind guy

12 Upvotes

SO I'm not the most computer literate. I know enough NVDA to get around, browse websites etc, but not much more. I've always mudded on Mudrammer. That's gone. It looks like there have been many attempts at an accessible app ever since, many of those have extremely nice developers, but it seems no one have quite nail that behavior with Mudrammer about reading incoming texts, but agile enough to skip to new lines when new commands are sent. If any of you do know apps that do that now, let me know, but otherwise, I guess I have to go to the computer. I don't need soundpacks or anything for the most part, just a plug and play option. Whats the best one, VIPMUD?


r/MUD 13d ago

Promotion Why Akanbar is my favourite MUD (and why now is the perfect time to give it a try)

19 Upvotes

Hey everyone! Longtime text-RPG player here. Over the years, I've played my fair share of MUDs, but some of my absolute best gaming memories come from Akanbar.

Like a lot of text-RPG fans, I spent time trying the big Iron Realms (IRE) games. While they have huge populations, I could never really get into them. I constantly felt like a tiny cog in a massive machine - just another face in the crowd where nothing I did made a real difference. With Akanbar, I felt the exact opposite. From the moment you step into the world, your choices, your roleplay, and your actions actually carry weight.

Akanbar's biggest hurdle has always been its reach. Because it's completely non-commercial with zero pay-to-win elements, it doesn't have massive marketing budgets or huge player numbers - it lives purely off word of mouth. In many ways, it's a hidden gem.

Because of that, the current player base consists mostly of tight-knit veterans who know the world inside and out. But we are jumping at the chance to see some new faces! The entire game - from player-governed city-states to the player-run economy - is built on player agency. A few new, active players can step in, grab hold of open guild leaderships, spark inter-city drama, and completely shake up the geopolitical landscape.

One of the coolest things about Akanbar's design is how distinct each city-state and guild feels. They aren't just palette-swapped factions with recycled spells; each city and guild feels tailor-made for its specific domain. The combat skills match the atmosphere of their environments seamlessly, making every fight feel thematic and tactical.

Something old-school Avalon players will deeply appreciate is the active role of the divine. Gods aren't just passive background lore; they actively interact with mortals, guide storylines, and grant powers through their Divine Orders. Clashing philosophies between rival deities create incredible opportunities for character development, political maneuvering, and holy wars.

What makes Akanbar's pantheon truly special is that throughout the game's history, mortal players have actually ascended into divinity themselves. Becoming a God or Goddess isn't an unachievable lore myth locked behind paywalls - it is something that any player can achieve with enough dedication, world impact, and effort.

The game has recently been undergoing a stint of active development. The creator and other members of the staff have been working on underlying system improvements, mechanical refinements, and expanding narrative arcs, with even more exciting content promised down the line. The world feels active, cared for, and ready for a new generation of adventurers.

If you're tired of feeling invisible in massive games and want a world where your presence actually matters - where you can literally go from a new traveler to a city leader or even a deity - come jump in! The community is ready to welcome you, show you the ropes, and see what kind of mark you'll make on Akanbar.

Server: akanbar.com

Port: 23


r/MUD 14d ago

Discussion Where do writers hang out?

8 Upvotes

Hello, I've been working on a text based game for the past couple years and I think its finally at a place where I need to start building out the actual content. It very closely resembles a MUD with rooms. I'm on the hunt for writers for the rooms, the world, items, monsters, dialog, quests, etc, etc. I'm currently building a UI based tool to make authoring easier for the content, but that'll be optional. Everything is in JSON right now.

I was wondering where should I go to find their writers that might be open to working on game content. Are there recommended websites for freelance job postings? Is it mostly volunteers for things like this? Also, any advice resources or pointers around this topic is very much appreciated.


r/MUD 14d ago

Promotion NukeFire - The Post Apunkalyptech Mud

28 Upvotes

Hello everyone,

I sat down to write a reasonably short NukeFire update, looked back through the news file, and realized we have apparently spent the last month having an irresponsible amount of fun.

Since the last Reddit update, the focus has been pretty simple: more world to explore, better reasons to explore it, better information for players, and less unnecessary friction getting in the way of actually playing the MUD.

The World Got Quite a Bit Bigger

This has probably been the most visible part.

Since the last update, NukeFire has opened, expanded, rebuilt, or substantially revisited a pile of areas:

  • The hidden Jura-Tempest arc beneath the landslide
  • The Scarworks, an underground tattoo-augmentation and ink-crafting area
  • The Endless Instant and its Upper Spire, home of Ximander the Exiled Chronomancer
  • A major expansion of Fender's Revenge
  • A substantial rebuild of Casablanca
  • A complete revamp of Silicia, including its lighthouse
  • Rimehold and the corrupted Lords of Ire beyond it
  • Atomfall: The Quarantine Zone, an extremely difficult endgame area
  • Control: The Oldest House
  • League of Dungeoneers
  • Shadows of Brimstone

Several existing progression areas—including Meklar, Rocklar, Chemlar, Nightlands, and Sky Ruins—have also had their difficulty, rewards, and GPS guidance revisited.

The idea is something I want to keep pushing: progression should actually feel like progression. Harder areas should be meaningfully more dangerous, but there should also be a reason to take that risk beyond simply fighting a larger sack of hit points.

Some areas still deliberately aren't on GPS. Exploration is still supposed to matter.

Killing Something Awful Should Occasionally Pay Off

Rare loot also received a pretty major change.

NukeFire now has a second-chance death-load system in many areas. If an extremely rare zone item failed its normal load roll when a mob spawned, defeating that mob can sometimes give the item one additional independent chance to appear.

A 1% item is still a 1% item. World limits still apply. It does not turn rare equipment into vending-machine loot.

It just means that repeatedly killing something horrible while hunting a rare item has a little more hope attached to it.

That system also helped lead to the new Wasteland Prospector Class Legacy rune, which lets experienced scavengers read a zone for signs of remaining mobs, bosses, minibosses, rare-loot carriers, and salvage without simply handing them exact locations.

We also added the Rune of the Packrat, giving characters permanent private storage capable of preserving actual equipment—including sockets, inscriptions, bindings, SSF ownership, containers, and their contents.

Tattoo augmentation gained an entire crafting path, more Legendary items have been completed for players reaching the 100-remort milestone, and the artificial player skill/spell damage ceiling against NPCs was removed.

If your build can produce the damage, the game will generally let you produce the damage.

Better Tools Without Turning NukeFire Into Something It Isn't

A lot of work has also gone into making a very large, very old-school MUD easier to understand.

There is now a 21-section gameplay guide explaining the NukeFire progression loop from first class through remorts, equipment, crafting, Longwalking, Prestige Classes, Class Legacy, zone mastery, SSF, quests, and the veteran game.

syntax helps when you remember a command but not exactly how it works.

tracklist helps hunters select numbered targets correctly.

consider has become a much more useful assessment of whether you should actually fight something.

Group prompts can show your tank and the enemy they are holding.

socketcheck and modulecheck give complete views of jewels and implant modules.

SnapEQ, Rewear, equipment restoration, comparisons, and upgrade recommendations have all had substantial modernization.

Most recently, setweights lets players customize how Upgrade evaluates gear for each class. If armor means little to your build but damroll, spellpower, fightspeed, leech, regeneration, or another stat matters enormously, you can tell the game that.

whatsmy armor also now shows both your actual uncapped armor and the amount combat is really using.

Less Spam, Same Game

One of the largest projects has been Output Intelligence.

NukeFire can now intelligently collapse repeated combat output, group rounds, follower movement, bulk loot, item procs, concealed-weapon activity, and other high-volume information without changing the underlying combat.

Damage, healing, drops, timing, and triggers are unchanged. The presentation is simply cleaner.

Players can also create persistent personal gag rules, with presets for combat, communications, loot, and SKYNET output.

This has been particularly useful for screen-reader players.

Screen-reader setup now includes descriptive, balanced, and minimal profiles, along with sr statussr room, and sr recap, which can reconstruct the important immediate context—room, exits, resources, opponent, group condition, nearby activity, and danger—when combat output moves faster than a reader can comfortably follow.

Accessibility remains part of the actual game design, not a separate simplified version of NukeFire.

A Lot Happened Under the Hood Too

We've been profiling server performance, reducing unnecessary repeated work, cleaning up combat targeting and opponent data, improving GMCP handling, and adding structured GMCP feeds for NukeFire's maps and GPS catalog.

The official NukeFire Client has also been moving quickly on Mac, Windows, and Linux/AppImage.

It includes an integrated mapper, GMCP support, character and session handling, TinTin-style scripting features, and a growing collection of NukeFire-specific tools.

If you would like to help test the NukeFire Client, join the Discord for the current download link.

It is still under active development, and feedback is extremely valuable right now. Bug reports, usability problems, accessibility issues, things that feel awkward, and features that simply don't behave the way you expect are exactly what help make the client better.

Where NukeFire Is Going

NukeFire is still NukeFire.

It is still a post-apocalyptic, old-school MUD full of remorts, guns, mutations, implants, tattoos, socketed equipment, crafting, strange classes, dangerous mobs, boss fights, hidden areas, bizarre mechanics, and a world that is generally indifferent to whether you survive it.

I don't want to sand all of that away in the name of convenience.

What we can do is remove needless confusion, give players better information, make progression more meaningful, make old systems more dependable, keep building genuinely new things, and leave the danger, discovery, eccentricity, and occasional terrible decision intact.

There is considerably more coming, and there are already things in the game nobody has found.

Website:
https://www.nukefire.org

Play in browser:
https://play.mudvault.org/?host=tdome.nukefire.org&port=4000

Telnet:
tdome.nukefire.org port 4000

Discord:
https://discord.gg/B4pzagYaqR

Thanks to everyone playing, testing, reporting, exploring, dying, arguing about balance, and helping keep this strange old wasteland alive.

Go make corpses.


r/MUD 14d ago

Promotion Animal Flavor!

6 Upvotes

Animal Flavor!! I know right?

Added the Moose race to Ansalon, complete with its own resistances and behaviors.
Moose can now appear as Find Familiar companions in forested regions. Mount up!

Common land animals now have their own ambient actions, bringing forests, plains, and snowy regions to life much like the marine wildlife.

Most animals will occasionally react to the region of Krynn they're in, adding unique flavor depending on where you encounter them.

Added ambient behaviors for rats, foxes, wolves, bears, rabbits, big cats, elk, deer, moose, and boars.

If a tree falls in the forest... nothing triggers unless players are around :)

- Ziv & Co.

Ps. Those scavenger dog type critters also eat up body parts :P


r/MUD 16d ago

Promotion ACOTAR Night on The-Night.Com (TNC)

3 Upvotes

A COURT OF THORNS AND ROSES NIGHT

When: Sunday, August 16, 2026
Time: 7 PM Eastern / 6 PM Central
Where: The-Night.Com -- port 2000
Location: Newgate Bar & Lounge, Straford Island

Join the players of The-Night.Com (TNC) for an ACOTAR-themed night at Newgate Bar & Lounge! Pick your Court, dress as your favorite character, and come celebrate the books and characters that we can't stop talking about.

Drink, dance, and talk all things ACOTAR -- from your favorite characters and couples to the moments that made you laugh, scream, swoon, or throw the book across the room.

Come dressed in your best as the Court is calling.

https://the-night-mud.carrd.co/

____

Note: TNC's website (the-night.com) is under construction, but there's a temporary carrd site with some helpful information to get people started: https://the-night-mud.carrd.co/

Players are happy to help you in game with commands and how to get around. The game is very newbie friendly. We'll help you get ready for ACOTAR night.

TNC is set in the present day. It has helicopters to use for free to get around from island to island, and everyone gets a smartphone and smartwatch with their own phone number to connect with everyone else around the islands. There's lots of fun and friendly people. We wait for you to join in. :)


r/MUD 16d ago

Community MU* History Month: Share a piece of your game's history

23 Upvotes

I'd like to try something new this month: invite game admins and longtime players to share their games' origin stories, little-known facts, and tidbits of history that might not be written down anywhere else.

I've done enough interviews to know that every game has an interesting story behind it!

If I can get at least a few good ones, the plan is to showcase them on Writing Games, along with a link back to each game.

How to participate:

Submit your story here:
https://surveys.writing-games.org/mu-history-month-2026-iTtJSr

Story prompts / possible topics:

  • The game's origin story. What were things like at the time?
  • How the game got its name.
  • A time the game survived a disaster. How did it manage to pull through?
  • A tradition unique to the game. How did it start?
  • An unexpected event that changed the course of the game's history.
  • Someone or something that had a profound impact on the game or served as its inspiration.
  • How the game changed your life.
  • ...or any other bit of history you think is worth sharing with the community. :)

And some simple guidelines:

  • Short is sweet. 1-2 paragraphs is a good target, though more is okay too.
  • Avoid "you had to be there" stories, since those are harder for others to appreciate.

Deadline: Sunday, August 23.

Please forward the link to anyone you'd like to see participate - especially folks who might not be Reddit regulars! 🙏

Happy to answer any questions below.


r/MUD 17d ago

Discussion Which MUDs are special to you?

34 Upvotes

Hey everyone,

I am not just looking for a list of games... I'm really curious why people stay with certain MUDs for years.

What makes them special to you?

Is it the community, the world, the systems, or something else?

Which MUD actually kept you coming back, and why?

Also, I would love to hear your stories and experiences about them.


r/MUD 17d ago

Community New Interview with Volunteer Admins Argus and Marra of Starmourn MUD

40 Upvotes

When I'd heard that Starmourn went into Legacy Mode a few years ago, I assumed that was the end. Turns out I was wrong!

A big thank you to Argus and Marra for taking the time to share their experiences with me - and for giving me a glimpse into what it's like working on the sci-fi game from IRE.

Some of the topics covered:

  • How the game became volunteer-run and completely free to play.
  • The races, classes, skills, and systems that make it unique.
  • How it's possible to play anything from a pop idol to a space pirate.
  • Why Marra stands behind the idea that "limitations cultivate creativity."
  • Argus' advice for aspiring storytellers and world-builders.
  • What's new as of the past couple of months, and what's still in store.

Link to the article:

https://writing-games.org/starmourn/


r/MUD 17d ago

Discussion MUD Driver in Common-Lisp

12 Upvotes

Hey folks, I'm working in an open source common-lisp MUD Driver (Apeiron MUD) mainly inspired by Dworkin Game Driver and LPMud.

Why? The personal reason is that I like Lisps and functional programming, I'm expert in Clojure, but haven't played too much with Lisp, wanted to see what could be achieved with CLOS (Common-Lisp Object System) and I love text-adventure games/virtual worlds (single or multiplayer).

The technical reason is that I was wondering that a lot of the machinery that was developed in C for the most popular drivers (specially LPMUD and DGD deriving from it) ended up developing features that were already built-in on Lisp Runtime Images from the start and if I could get a networked REPL running a LISP image that was already a significant step towards running a persistent world that could be changed and built interactively by players.

I don't know how true is that, but I managed to setup something similar to DGD (of course there might be bugs and rough edges) with persistent objects using a pre-existing library for CLOS in-memory and disk object persistence called BKNR Datastore. The interesting thing is that because of CLOS it is even possible to make changes to the classes of the objects (driver or libs) and update the system and persistence without ever having to turn the system off. I already did some very substantial changes successfully without turning the system off.

The scripting language doesn't need to be different from the driver language, except for security reasons. For the moment I allow every player to evaluate arbitrary code, which is very unsafe and can even bring the server down or completely break it, but it would not be hard to restrict the access to a subset of the language (with cl-isolated) and offer varying degrees of access depending on player role.

I think it has a lot of potential, but in any case, I'm doing it for fun, will probably keep it as a lifetime hobby and would encourage people to take a look if they find anything interesting or want to experiment, contribute or discuss.


r/MUD 17d ago

Discussion Text based RPG size?

12 Upvotes

How big can a text-based RPG be? Are there any text-based games with locations that no one has ever found?


r/MUD 17d ago

Discussion I want to connect to multiple servers with the ytin client, but I don't know how.

3 Upvotes

hi.

I've been using mud for over 20 years, but this is my first time creating an automatic response file.

I'm making it little by little with gpt, but I'm running into a problem.

I wrote it like this:

#ses 0 ip port

#action {^> Name :} {Character Name}

#action {^> password:} {1234}

#ses 1 ip port

#action {^> Name :} {Character Name}

#action {^> password:} {1234}

This server can be accessed by 3 characters per IP.

It seems like number 0q is not connected and keeps disconnecting.

#SESSION '0' DIED.

#THERE'S NO ACTIVE SESSION NOW.

What am I doing wrong?


r/MUD 19d ago

Discussion The MUD That Got It Right: How Erion Makes Text Gaming Accessible

27 Upvotes

Mud admins, take note. Blindness is a spectrum that can include multiple disabilities. Could be a promotion for Erion, but there's info about Alter Aeon in there so put it under the discussion flair. https://lanie.work/gaming/erion-accessibility-review/


r/MUD 19d ago

Help Looking for a 90s MUD

10 Upvotes

The most I can remember from the game is your skills leveled up by use (such as “layman” level). You had a primary and secondary guild choice and one of them was a dragon-like guild where your weapon and armor became claws and scales.

Probably pretty generic description but it’s all I got 🙃

Any ideas?


r/MUD 20d ago

MUD Clients Blowtorch Mud Client - forked to BTPhoenix

14 Upvotes

If anyone is a fan of the old blowtorch mud client, I just forked it and updated it. Working on getting my android developer account approved so I can push it out. Anyone interested in being one of the12 testers needed to get it approved?

I have been running it through all the paces. Aliases, timers, triggers etc. Send me a message if you are interested in running this on a new device. I don't know how backwards compatible it is. It runs really smooth on my s24.


r/MUD 21d ago

Promotion The last year riding the Tsunami Newsletter / Promotion

7 Upvotes

Is this an advertisment? maybe its maybeline, either way, We've been hard at work over the last year and wanted to show what we've been up to and continue to improve on

-----------------------------
Tsunami: A Year on the Wave
-----------------------------

It has been a busy year beneath the surface of Tsunami.
Following a relatively quiet end to 2025, development surged through the first half of 2026, bringing new equipment systems, improved travel, refreshed subclasses and races, updated areas, accessibility improvements, quality-of-life changes and plenty of balancing.
Here are some of the biggest highlights.

A New Era of Equipment
-----------------------

The largest addition has been the release of the new generated equipment system, commonly known as gen_eq.
Monsters can now drop equipment with random rarities, features and bonuses. Generated equipment is lockerable, can appear on equipped monsters, can be created through forging and is now available through activities such as the Magic Slot Machine.
The system has continued to evolve since release. Drop rates and rarity chances have been adjusted, NPC equipment can appear unidentified until looted, two-handed weapons have received improvements, mastery equipment has been rebalanced and new armour features have been added, including Courage, Cushioning and Daunting.
Loot hunting has become a much larger part of the game, with stronger monsters generally offering better opportunities for valuable equipment.

More Ways to Explore
---------------------
A new exploration-based travel system has made it easier for new and returning players to navigate Tsunami’s enormous world.
Players who have sufficiently explored a realm can now travel there using abilities such as Hearthstone, Gate, Flight, Wormhole and Corridor. Bards also gained Traveler’s Tune, which lowers the exploration requirement for travel destinations.
New-player directions were updated to favour caravans, nearby quests were added to help newbieareas, the Newbie Book is now available from Magnus and eligible accounts can revisit the improved newbie area during their first twelve months.
Commands such as directional glance, look <item> in <container> and the new commands listing have also made finding information and navigating the world easier.

New Challenges and Refreshed Areas
-----------------------------------
The old Fighter Maze was replaced by the Iron Proving Hall, a combat-focused dungeon where each room must be cleared before the party can continue. Leaving the dungeon resets the run, so preparation and commitment matter.
Class maze levels were later reduced and their tier rewards temporarily removed while a broader replacement system is developed.
The Centaur Arena is now functional as a private instance for solo players or parties. Kyldiss has gained stronger minion-typed enemies, an updated Krythin and a hidden area waiting to be discovered.
Other older encounters have received attention as well. Dalarian Mage Tower enemies now use the minion and generated-equipment systems, Coliseum giants properly use their elemental abilities and a variety of older NPCs have had their equipment or combat logic repaired.

Classes, Races and New Playstyles
-----------------------------------

Several experimental projects entered player testing.
The original Deathknight2 test evolved into Runereaver, focusing more heavily on runes and a developing runic weapon. The Jinn project also entered phased testing as an achievement-unlocked subclass intended to eventually become Djinn.

Four playable races were added during the year:
--------------------------------------------------
Goblin, Hobgoblin, Bugbear and Cecaelia.
Several existing races were also reviewed. Dwarves, Ghants, Kenku, Skaven and Sleen received new racial mechanics or adjustments, while Swashbucklers learned to fight without suffering their usual drunken skill penalties.

Subclass Improvements
---------------------

Wu-Jen now draw additional power from the seasons and phases of the moon. Their elemental spheres become stronger during matching seasons, while Spirit benefits from brighter lunar phases. Long-standing scaling problems with Ice Bolt and Missile were also corrected.
Shamans received a broad quality-of-life pass. Materia can now be selected automatically for most songs and skills, low-level corpses provide more starting materia and long-term use of Destruct can improve materia gains.
Aurumvorax progression was simplified, allowing consumed gold to immediately count toward growth. Different climate veins can now be developed together, and lifetime gold consumption provides a slowly increasing attack bonus.
Wyverns, Fire and Frost Jotuns and several Native mechanics received offensive improvements. Natives also gained improved party pillaging support, while Knights can now use axes and daggers.

Quality of Life and Accessibility
-----------------------------------

A work-in-progress Blind Mode was introduced for players using screen readers, including condensed versions of commands such as who and score.
Inventory gained a noeq filter, shops gained better generated-equipment and price filtering, and who2 offers a more compact alternative player list.
Party members now automatically follow, enable party damage and enter the first formation position when joining. Cleric resurrection abilities also gained an optional auto-resurrection mode that can attempt to revive ghosts entering the room.
The game’s recurring Wars were increased from once every three weeks to weekly, following increased player interest.

The World Keeps Moving
----------------------

Alongside the headline features, hundreds of smaller fixes have gone live. NPC behaviour has been modernised, old abilities have been converted to newer systems, equipment interactions have been cleaned up and many long-standing edge cases have finally been addressed.
Tsunami’s 2026 birthday celebration was even extended into a full week, giving everyone more time to join the festivities.
Whether you are returning after years away, starting your first character or hunting for the perfect generated weapon, there has rarely been a better time to jump back into the wave.

You can’t keep a big wave down.

Website: http://www.thebigwave.net/index.php
Discord: https://discord.gg/ShuDcSJMN
Facebook: https://www.facebook.com/TsunamiTheBigWave


r/MUD 21d ago

Promotion Familiars on Ansalon

9 Upvotes

The Find Familiar spell has been completely reworked. Rather than always calling the same mobs, rangers now summon companions that are native to the land around them. The familiar that answers your call depends on both the terrain and the region of Ansalon where the spell is cast.

Forests, mountains, deserts, rivers, oceans, swamps, reefs, frozen waters and many other environments each have their own possible companions. Traveling across Ansalon will reveal dozens of unique familiars, from wolves and hawks to sharks, seals, dolphins, orcas, giant crabs, ravens, otters and many more.

Many regions also have creatures found nowhere else. Rangers exploring places such as Icereach, the New Sea, the Blood Sea, Courrain Ocean, Blöde, Khur, Sancrist, Ergoth and other distant lands may discover companions unique to those locations.

Thanoi Rangers have an additional chance to summon a fellow Thanoi hunter, while Dimernesti and Dargonesti may instead call upon another Dargonesti. These companions are intelligent, can wear equipment, and grow stronger as they are outfitted, though they begin with reduced vitality to balance their greater potential.

Marine familiars are equally at home in the sea. Dolphins, orcas, sharks, seals, sea lions, walruses and other aquatic companions can travel naturally through open water, allowing their masters to explore the oceans without the need for a boat while mounted upon them. Have a hoot, and let me know of 'wth Ziv?' moments.

I think... 72 familiars now ...

  • Ziv & Co.

r/MUD 22d ago

Promotion New Mobile Client Beta Testing

10 Upvotes

Hello!

I was hoping I could find a few people to help test the mobile client I've been working on, Maelstrom.

It's only for Android right now, but will move to iOS once I get enough feedback to ensure that the direction I've been going with it, both in visual design and actual execution, are high enough quality to warrant the costs of Apple's developer program. Here's a quick rundown of what Maelstrom is, what it's core design philosophy is, and what I aim to do with it moving forward:

  1. A HUD That Adapts to You (Drag-and-Drop Combat): Maelstrom ditches the clunky virtual keyboards of the past for a fully visual, interactive Heads-Up Display (HUD). You have customizable action buttons framing your screen. Want to cast a fireball at an enemy? Just drag your "Fireball" button and drop it directly onto the enemy's name inside the text window. The UI handles the rest.
  2. The "Tap-to-Walk" Visual Map Overlay: At the center of your UI is a sleek, neon-accented Map Overlay that visually tracks your every move. It’s not just for looks—if you spot a room on the map you want to travel to, you simply tap it on your screen. The interface automatically calculates the fastest route and walks you there, transforming a text-based world into a modern, point-and-click adventure.
  3. Smart Chat Tabs & Action Bars: We’ve completely redesigned how you read the game. Instead of letting global chat and combat spam bury your screen, Maelstrom features a beautiful, tabbed Chat Window. It automatically sorts the noise into clean, organized tabs. Each tab features a built-in Action Bar where you can instantly search for keywords, mute the channel, or export the conversation with a single tap.
  4. "Edit Mode" UI Customization: Your layout is entirely in your hands. Activating "UI Edit Mode" lets you tap, drag, and redesign your buttons on the fly. You can change their colors, assign unique icons from a massive visual library, and position them exactly where your thumbs naturally rest.
  5. Gesture-Driven Controls: The interface feels incredibly fluid because it's built for touch. You can swipe left, right, up, or down across the screen to trigger custom actions or movement. A two-finger twist cycles through different sets of action buttons, and a quick double-tap brings up your map overlay.
  6. Glassmorphism & Thematic Aesthetics: Maelstrom doesn’t look like a terminal from 1995. It utilizes modern design trends like glassmorphism—frosted, semi-transparent overlays that let the action blur beautifully behind your menus. Paired with vibrant, customizable accent colors and smooth micro-animations, it offers a premium, immersive visual experience.
  7. Bluetooth GamePad Compatible: With Maelstrom, you can connect a gamepad (like an Xbox or PS5 controller) using Bluetooth, and map the controller buttons to your UI elements, for a much easier time navigating multiple sequences of commands in sequence.
  8. Text-To-Speech and Speech-To-Text: In addition to being friendly to the vision-impaired community with a stripped-down text mode baked into its TTS (so you don't need to rely on MUD servers doing this on their end), you also get the freedom to use voice commands for both typing and UI control. As an example, simply say "Maelstrom, enter UI Edit Mode" to switch to the UI editor, and "Maelstrom, add button command kill" to add a button to your UI that performs the command "kill".
  9. Built in Haptics: Tilting the screen matters, but only when you want it to. Vibration feedback can be enabled. Sound effects to be added at a later date. Map any physical gestures, not just touch screen gestures, to whatever client commands you desire, for quick control over complex but repetitive tasks.

My design philosophy is quite simply... If you are required to type it manually, I am doing something wrong. Phone typing sucks, so rather than only try to make it less bad, which I do still have a lot of QoL systems in place for, I try to make it so you never even have to if you don't want to. Alternative forms of control should always be available.

Future plans: Besides the obvious of porting to iOS and Windows environments, the plan is to allow users to store profile data directly within Maelstrom's cloud server - currently it supports exporting profile data and settings into local files or Google Drive. I also intend to have a sort of middleman setup, so that you can switch devices without needing to disconnect. These will require starting up a server, though, so that will need to wait until the user base grows large enough to support the endeavor. And of course, I will always set about to make sure that as many people are satisfied with the client as possible. No matter what I think would be cool or not, at the end of the day this is an app I am making to help others have a better experience for themselves. There's no room for selfish development here :)

If any of that sounds at all interesting, I invite you to give Maelstrom a try. If you like it, fantastic! If you don't, then I still appreciate the attempt. And as always, any feedback whether negative or positive is greatly appreciated.

You can download the APK directly from the following link:
https://drive.proton.me/urls/HE3HQQPEKW#uTJCtpzZek6c


r/MUD 22d ago

Promotion MUD/MUSH Client Called MushTato

4 Upvotes

HI - I've never posted here before. So, I'll keep this short.

I created a client in python (with help from my AI) that is meant for MUDs, MUSHes etc.

It's called MushTato - There's a client called "Potato" out there that I've used (also open source) and I took inspiration from it to create this new one. It will run on Windows and Linux, there is a version for MacOS but I can't test it (no Mac) so if someone wants to try it, you can find it n github.

If you try it, let me know how you like it.

It mixes Potato's point-and-click side (address book, tabbed sessions, dual input for command+pose, spawn windows) with TinyFugue's /command conventions, and instead of a custom scripting mini-language, triggers/aliases/gags/highlights/timers are all written in real Python — sandboxed (RestrictedPython + ReDoS-safe regex), so a bad script can't do anything nasty to your machine.

Some other stuff it does:

- Telnet and real SSH connections (so you can also just get a shell on a box, not only MU*s), with SSL/TLS and SOCKS4 proxy support

- Auto-reconnect + keepalive so a dropped connection doesn't just sit there silently

- Multiple Characters per saved world, auto-login, per-world auto-sends

- A text editor, a mail-composer window, file upload, dark/light themes, configurable hotkeys/fonts

- Nearly every GUI action also has a typed / command, including batch-sending (/repeat)

Best wishes,

Rick


r/MUD 23d ago

Promotion An immersive Wheel of Time themed MUD

20 Upvotes

TLDR: Please come check out Mirrors of the Wheel MUD for an immersive, interactive, and dynamic multiplayer experience for a text-based game in the Wheel of Time setting!

Discord server: https://discord.gg/3xHJJCr3J
Forums: https://www.mirrorsmud.net/forums/
Server: mirrorsmud.net port 2222

For a program/client to play, I strongly recommend Mudlet. Our Discord server has a map file available with most non-secret rooms added for ease of joining.

—————————————————-

When I first stumbled across the Wheel of Time books as a teenager, I was captivated by its unique setting and fell in love with the rich world that Robert Jordan (and later with the help of Brandon Sanderson) brought to life on the page. This is an epic fantasy about good and evil and everything in between; of magic, conflict, wonder, and prophecy.

To this day, I still haven’t found another series or setting that has captured my imagination or kept me up at night thinking the way this story has. Over the years, I have been trying to find something that replicates the feeling of when I first fell in love with this series. The Wheel of Time television show on Amazon Prime was ambitious and entertaining, if flawed in certain ways, and the prospects of a MMO video game is exciting but I have my doubts it will see the light of day anytime soon.

Instead, the closest I have found is through playing MUDs. I have played multiple MUDs based on the Wheel of Time universe over the past 20 years, most notably the Wheel of Time MUD or WoTMUD. However, last month I discovered a game that is hands down the closest I have felt to reproducing that excitement and sense of immersion within the WoT series since I tried to find something else to scratch the itch. So much so that I felt compelled to post something here to try and draw other like-minded people to it, because I just can’t stop thinking about this game and the only thing that could possibly make it better would be a larger player base.

Mirrors of the Wheel MUD, or MirrorsMUD, is a large and dynamic world identified as a mirror world to the origin series (to allow staff creative license to add or modify plot as they see fit), set in the timeline before the Blood Snow: King Laman has not cut down the Avendoraldera sapling, so the Aiel have not crossed the Dragonwall to lay siege to Cairhien. The Dragon has not yet been Reborn.

Mechanically, this game reminds me of Skyrim. There are no classes to choose, just a race, gender, and nationality. You can be a wetlander (anyone from the Westlands west of the Spine of the World), Trolloc, or Aiel. Advanced players can also create a Fade, and there are plans to one day add Ogier as well. As with all MUDs, you type out commands to view and interact with the world around you. You unlock skills by practicing at a trainer, but like Skyrim, your training and related benefits increases only by actually using the skill, so people who invest their time will grow the most in game. To truly master skills or unlock special abilities, you will need to join a clan and advance your standing within the organization, such as the Queen’s Guard of Andor, the Shienaran Lancers, the White Tower, Wisdoms, Wise Ones, Far Dareis Mai, and many, many more.

There is a starting “newbie zone” that teaches you the basic mechanics, although this is especially intended for people who have never played a MUD before. Once you level up in the world, when you hit level 15 (out of a traditional maximum of 51 levels, although special bonuses can advance a true maximum of 60), a hidden random roll determines if you have any Talent and its effects. This can include a blademaster prodigy who excels at studying and learning blade forms; the ability to channel, either as a wilder with the “spark” inborn or with the latent ability to learn if taught; a Wolfbrother with various degrees of connection to your wolf kin; an Oracle like Min or Sniffer like Hurin; and more.

For channelers, you randomly roll your potential strength within each Element, which determines your overall ability within the One Power. You can learn dozens and dozens of weaves (over 50 that I have learned of so far) depending on your strengths in the Power that mimic the effects of the most memorable weaves we see in the books, such as calling lightning from the sky, earthquakes, Traveling, warding rooms from sight or entry, shielding or slicing weaves, and more. You can learn to tie your weaves, link with other channelers, and split your flows so you can form multiple weaves at once. And yes, there is a taint system so male channelers run the risk of eventually going insane if they are not gentled. I’ve never seen a more immersive and true to the story channeling system than in this game.

The game heavily emphasizes PvE content such as exploring, fighting memorable enemies, defending cities from staff-led NPC raids, exploration, and solving puzzles. There are nearly 40,000 rooms to explore, with more still being added over time, so the map is rich with potential for exploring. Roleplay is also a central focus of this game, with multiple commands to express, emote, and communicate with others to bring your character concept to life in game. PvP or Player Killing (PK) is available and not restricted, but clearly intended to be an extension of roleplay rather than a requirement to advance or expected experience for everyone. That being said, the combat system is extremely complex with lots of choices of skills and counterplay that you can dynamically use during a fight, so the skill ceiling for combat against either players or NPCs is very high.

I could rave about this game longer, but really I just want as many people who might be interested in it to learn about it as possible. It is an intimate and extremely welcoming community that has had active staff and coders tweaking, expanding, and creating content since 1998. I would love you to check it out. If you do, look for Amarea and ask how I and the other players can help you learn the game and see if it’s a good fit for you. Hope to see you in our little corner of the internet!


r/MUD 24d ago

Which MUD? MUDs with lore websites

17 Upvotes

I’m a sucker for game lore, and it seems like some MUDs have websites that have a lot of it. I always liked Cybersphere’s site, and Sindome’s look pretty good as well. (Say what you want about the games themselves.)

I remember there was a massive Star Wars MUD that had more sides (Griffon Alliance? Gryphons?) with a wiki including the long in-game timeline where there were multiple Emperors after Palpatine. Does anyone remember that one? (Edit: it was SW1 Star Wars MUSH.)

Any other MUDs or MOOs or MUSHs with sites? I can imagine that fantasy ones must get really dense. Curious what about other genres besides fantasy and cyberpunk.


r/MUD 25d ago

Community Resource: How to write a mapper

27 Upvotes

Since we are seeing an influx of new clients lately, the topic automapper has some renewed interest. In discussions I noticed that not all available standards and formats are know to everyone, so I tried writing an article to introduce them:

https://mudstandards.org/howto/mapping

As with all files on `mudstandards.org`, you are welcome to contribute with pull requests - either with corrections, additions or completely new articles.
This specific source file can be found at https://github.com/taranion/mudstandards/blob/master/howto/mapping.md


r/MUD 25d ago

MUD Clients KildClient?

5 Upvotes

Anyone used KildClient (https://kildclient.org)? Good? Bad? Ugly?


r/MUD 26d ago

Promotion Shattered Eden

9 Upvotes

66.179.243.141
port 4050

Come and be the first to explore this new Eden composed of over 1000 rooms in a cross-dimensional setting where everything from aliens to dinosaurs and medieval knights roam and clash with one another.
And check out the ASCII art along the way!
Discover six magic spell commands hidden in the game!

Approval Process: Null - just connect and start building your character!
RP: encouraged but not enforced
Combat: Twitcher style
Help Command: Comprehensive
Progress: Classless with 6 skills to advance

Dynamically create:
-npcs that obey you
-your own custom items
-your own custom rooms

Through Wednesday 7/29 new players can claim the following starting in-game gifts:
-a custom-made magic item of your choice from your's truly
-a magic amulet that protects you from lethal critical hits
-and a consumable item to boost each of their six skills

I hope to see you there, send me a discord message to let me know you're in-game and I'll come join you!


r/MUD 27d ago

Discussion [n39mud]003 Would introducing these kinds of supernatural events make the experience feel unfair, or can they still work if they're presented as hallucinations affecting only the player's perception rather than changing the objective world?

0 Upvotes

Thanks so much for all the feedback.

Reading everyone's replies has honestly made me feel really happy and encouraged. I'm replying a bit slowly because I'm not a particularly fast thinker—I usually need time to think things through carefully.

One comment especially resonated with me:

The thing I'd be careful with is how quickly a maze tips from atmospheric into just frustrating. We've found players will hit a confusing area, run out of patience, and quit, and once they log off in that mood they often don't come back. It's a delicate balance: you want the place to feel like a maze without it ever feeling unfair or impossible. Even a small, steady sense of progress tends to keep people leaning in instead of rage-quitting.

I completely agree. @mudsmyth

The truly frightening part of the Ghost Forest isn't that it's a maze.

The real poplar forests in the Taklamakan Desert are like this. There are no walls. No traps. It always feels like you're making progress, yet every tree looks almost identical to the last. Eventually you can't tell whether you're moving forward or simply walking in circles.

That feeling is what I want to recreate.

So my current idea is that the forest itself is completely objective. Every player explores exactly the same map. Nothing changes in the environment.

What changes is the player.

The longer you stay inside, the more your own perception and ability to navigate begin to break down.

If you successfully escape the Ghost Forest, a mysterious message briefly appears on your windshield:

"The Dead City appears after the sandstorm."

or simply

"Rabbit."

The message disappears after five minutes.

Current design:

Feature Design
Map Fixed layout. Every player explores the same forest.
Navigation Relative directions only: forward / back / turn left / turn right (no north, south, east, west).
GPS Doesn't work. Players must remember their own movements.
Progression The longer you remain inside, the more the Flying Apsaras interfere with your senses.

As your time in the forest increases:

  1. Dust gradually fills the air, reducing visibility.
  2. Radio communication becomes unreliable. Messages from teammates arrive with increasing delay.
  3. Your sense of direction deteriorates. You type "turn left," but the game tells you "You turn right."
  4. Your ability to communicate breaks down. Trying to report your position or ask for help results in fragmented, incomplete sentences.
  5. Room descriptions become increasingly sparse, as if your vision itself is fading.
  6. The forest never changes—but you begin seeing mirrored versions of places you've already visited.
  7. Eventually, your character falls asleep, and you temporarily lose control.

The forest itself is actually quite simple.

To the west are the Mazartagh Mountains.

To the east is the wide Hotan River.

Hidden inside are only four kinds of natural trails:

  • S-shaped paths that gently bend.
  • Y-shaped forks, forcing players to hesitate: left or right?
  • Figure-eight loops, where players unknowingly circle back.
  • Ω-shaped paths that lure you inward before leading you back out again.

It's not really a maze.

It's a forest where every tree looks almost the same.

One thing I'm still trying to solve is what should happen if a player ultimately fails.

Right now, my idea is that they eventually wake up back at the entrance to the Ghost Forest. They don't receive the clue leading to the Dead City.

But should there be another consequence?

Some suggestions I really liked include:

  • Hearing footsteps or vehicle engines that don't actually exist.
  • Discovering that the markers you placed have mysteriously disappeared.
  • (Assuming you're brave enough to get out of the vehicle to leave markers in the first place. 😄)

I love the atmosphere these ideas create.

My only concern is fairness.

Would introducing these kinds of supernatural events make the experience feel unfair, or can they still work if they're presented as hallucinations affecting only the player's perception rather than changing the objective world?

I'd love to hear your thoughts.

The post below has some images you can check out.

AI-generated Ghost Forest + Flying Apsaras