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I had been working on it for a couple years, using it myself. I finally released it recently. A number of users are contributing feature requests, testing, etc on the discord as well.
by drakenot
Back in the 90s you needed a permanent internet connection (rare!) and fast enough to handle all the usually uncompressed text, so it had to be a - shocker - T1 or better. Then you needed a server.
My old MUD has a discord; turns out a lot of the people I knew 25 years ago were there and remembered the my nick if not a little about myself back then. That was a fun nostalgia trip.
MUDs will eventually see a resurgence, I think. Mobiles with little language models to give flavour text and quests, plus a little tool calling language behind it to make it happen? I can see it working; in fact, I might just myself...
by mickeyp
I did all my work in the MUD interface using ED. I didn't realize other people wrote their code offline and sh'd in to upload it. I got very good at writing and editing code on the command line.
by imzadi
Bethesda’s game was a gem that was full of rich lore, plenty of readying, and very flexible RPG systems (although being a magical glass cannon does tend to be the best build). However, it was also a relatively flawed game (which Bethesda game isn’t?) that the community has expanded and fixed into a juggernaut.
I recommend picking up a mod pack from modding-openmw.com and checking it out. Tamriel Rebuilt is particularly impressive: fans have added a massive bank of new maps, quests, etc.
Something cool about the OpenMW engine is that it supports scripting that exceeds the original engine so that new quests are more rich and dynamic than original ones in the game. They are even starting to expand into custom spell effects (as the original game had a rigid list of spell effects that wasn’t malleable).
by Grombobulous
I logged back on a year or two ago, now in my late thirties, and the sense of community and a critical mass of others who were invested in the game and eager to have me join just wasn’t there. It’s a shame because I agree MUDs have so much unique value to offer. Maybe it’s too much to hope for their return to former glory but I hope at least some flavor of them can rise again as a new form of mostly text oriented multiplayer game.
A few months ago I tried out my old (1999-2004) hang, wocmud.org
Some of the quests were still sometimes broken. auto attacking mobs were still unfairly strong. But, there were a couple people more than willing to help me get my gear back from my corpse. They helped me remember the areas, quests, syntax, etc that I had BURNED into my memory when I was 14. We chatted and got caught up in the 20 years of updates. Oh, and I didn't get banned for being out-of-character. overall a 10/10 nostalgic experience
I started working on my own with Evennia and claude. I was hoping to hook up an LLM for MOBs but had to put it down when life got busy again.
by fusslo
I’m almost certain they are the largest MUD development company to exist.
I played two of their MUDs — Achaea and Lusternia. The sheer imaginative scale of these worlds and engines are unmatched by even today’s standards. (And they still exist!)
PVP is a battle of engineering. The best PvPers build elaborate trigger systems that watch the terminal for specific maladies and conditions and counter them with herbs, potions, and skills.
The RP is similar to D&D but so much deeper. Where D&D is mostly storytelling by a DM, RP in huge commercial MUDs involve gods, physics, deeply entrenched politics, money, fame, and power spanning thousands of players.
Entirely player-driven economy. If you wanted a sword you could buy one from a player run market or commission a unique piece from a blacksmith. And boy it was truly unique. A blacksmith in Lusternia is really a wordsmith. A steel sword can be described as “honed to an obsidian finish”.
Peak human imagination, but sadly in a medium too many people can’t get into.
by jeromechoo
I’ve been chipping away at one on my stream using Haskell. Experimenting with Lua integration, parsing, networking, STM and concurrency… currently hacking on Entity Component Systems and unboxed vectors and all kinds of stuff.
Thing is you can start small. Start with a chat server. Add character registration. Add a mob. Add some commands to interact with the mob. Just keep adding things on.
There’s a community for mud coders too. There are dozens of us.
by agentultra
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- Hacker News
- If anyone is interested, I launched a new mud client in 2026:
I had been working on it for a couple years, using it myself. I finally released it recently. A number of users are contributing feature requests, testing, etc on the discord as well.
by drakenot - I miss MUDs. My old MUD went through a rename, a fork, and what have you --- but it's limping on, though with few playing it. The cost of hosting these things are so cheap today that you can just let it sit and mind its own business.
Back in the 90s you needed a permanent internet connection (rare!) and fast enough to handle all the usually uncompressed text, so it had to be a - shocker - T1 or better. Then you needed a server.
My old MUD has a discord; turns out a lot of the people I knew 25 years ago were there and remembered the my nick if not a little about myself back then. That was a fun nostalgia trip.
MUDs will eventually see a resurgence, I think. Mobiles with little language models to give flavour text and quests, plus a little tool calling language behind it to make it happen? I can see it working; in fact, I might just myself...
by mickeyp - I learned to code on an LP MUD back in the late 90s. It was a fun experience.
I did all my work in the MUD interface using ED. I didn't realize other people wrote their code offline and sh'd in to upload it. I got very good at writing and editing code on the command line.
by imzadi - MUDs are really cool, but for anyone looking for a narrative fantasy experience, my first recommendation is going to be The Elder Scrolls 3: Morrowind, but more specifically the mod scene around that game as well as the OpenMW replacement game engine.
Bethesda’s game was a gem that was full of rich lore, plenty of readying, and very flexible RPG systems (although being a magical glass cannon does tend to be the best build). However, it was also a relatively flawed game (which Bethesda game isn’t?) that the community has expanded and fixed into a juggernaut.
I recommend picking up a mod pack from modding-openmw.com and checking it out. Tamriel Rebuilt is particularly impressive: fans have added a massive bank of new maps, quests, etc.
Something cool about the OpenMW engine is that it supports scripting that exceeds the original engine so that new quests are more rich and dynamic than original ones in the game. They are even starting to expand into custom spell effects (as the original game had a rigid list of spell effects that wasn’t malleable).
by Grombobulous - I learned to touch-type by accident as a kid playing MUDs—no time to look at your hands while you’re under attack! I made friends, discovered things about myself, and even got brought on to start writing room descriptions. Totally formative for me in so many ways.
I logged back on a year or two ago, now in my late thirties, and the sense of community and a critical mass of others who were invested in the game and eager to have me join just wasn’t there. It’s a shame because I agree MUDs have so much unique value to offer. Maybe it’s too much to hope for their return to former glory but I hope at least some flavor of them can rise again as a new form of mostly text oriented multiplayer game.
- Between this and the previous MUD post about LLM MUDs I'd love to see a comeback.
A few months ago I tried out my old (1999-2004) hang, wocmud.org
Some of the quests were still sometimes broken. auto attacking mobs were still unfairly strong. But, there were a couple people more than willing to help me get my gear back from my corpse. They helped me remember the areas, quests, syntax, etc that I had BURNED into my memory when I was 14. We chatted and got caught up in the 20 years of updates. Oh, and I didn't get banned for being out-of-character. overall a 10/10 nostalgic experience
I started working on my own with Evennia and claude. I was hoping to hook up an LLM for MOBs but had to put it down when life got busy again.
by fusslo - Every time another nostalgia post comes along for MUDs people start replying with the name of a small MUD they enjoyed but I’m surprised how rare it is to see Iron Realms MUDs mentioned.
I’m almost certain they are the largest MUD development company to exist.
I played two of their MUDs — Achaea and Lusternia. The sheer imaginative scale of these worlds and engines are unmatched by even today’s standards. (And they still exist!)
PVP is a battle of engineering. The best PvPers build elaborate trigger systems that watch the terminal for specific maladies and conditions and counter them with herbs, potions, and skills.
The RP is similar to D&D but so much deeper. Where D&D is mostly storytelling by a DM, RP in huge commercial MUDs involve gods, physics, deeply entrenched politics, money, fame, and power spanning thousands of players.
Entirely player-driven economy. If you wanted a sword you could buy one from a player run market or commission a unique piece from a blacksmith. And boy it was truly unique. A blacksmith in Lusternia is really a wordsmith. A steel sword can be described as “honed to an obsidian finish”.
Peak human imagination, but sadly in a medium too many people can’t get into.
by jeromechoo - Building a MUD engine is quite an endeavour in itself. Let alone the game! A good way to test your skills in networking, parsing, databases, and data structures.
I’ve been chipping away at one on my stream using Haskell. Experimenting with Lua integration, parsing, networking, STM and concurrency… currently hacking on Entity Component Systems and unboxed vectors and all kinds of stuff.
Thing is you can start small. Start with a chat server. Add character registration. Add a mob. Add some commands to interact with the mob. Just keep adding things on.
There’s a community for mud coders too. There are dozens of us.
by agentultra