This is a MUDlike.
In this game, your imagination is the GPU.
You type. You read. You think. You die.
No tutorials. No minimap. No hand-holding.
Just you, your wits, and a cursor.

─────────────── COMMANDS ───────────────

move ─ north south east west up down (or n s e w u d)

look ─ look around, look rat to examine

fight ─ kill rat to attack, flee to run

items ─ get, drop, inventory, equip

help ─ help lists commands, help kill explains one

────────── PROTIPS ──────────

Tab autocompletes commands and targets

↑ ↓ recall command history

Abbreviate freely: inv eq k rat l

─────────────── ☠ ───────────────

The game is hard. You will die. Learn why. Try again.

Movement

north, south, east, west, up, down

n | s | e | w | u | d

look [direction | target]

l | examine

listen [target]

Hear ambient sounds or a specific creature

open direction | door

close direction | door

unlock direction | door

lock direction | door

Combat

kill target

k | attack

flee

Items

get item [container]

take

drop item

put item container

from container get | put item

inventory

i | inv

equip item

eq | wear | wield

remove item

use item

Consume potions, activate items

Character

score

sc | stats | fragments

skills

raise skill

worth

rest | sleep | wake | stand

meditate

Communication

say message

Speak to NPCs in the room. Some respond to specific words.

shout message

Louder. May be heard in adjacent rooms.

System

help [topic | command]

?

quest [quest_id]

hint

Toggle contextual hints on/off (on by default)

prompt [format]

Customize your command prompt

colors

Display color test pattern

save | load | quit

Config (slash commands)

/config font

List available fonts

/config font number

Select font by number (see /config font for list)

/config font size [8-72]

View or set font size

Engaging

Type kill <target> to attack. Combat is real-time and tick-based.

Your attack speed depends on your weapon and dexterity.

Fleeing

Type flee to attempt escape. Success depends on your skills and available exits.

Fleeing costs stamina and may fail. You cannot flee if there are no exits.

Death

When you die, you lose some progress and respawn at a safe location.

Death is a teacher. Pay attention to what killed you.

Tips

  • Use look <enemy> to gauge their condition
  • Rest between fights to recover HP and SP
  • Know your escape routes before you need them
  • Better gear and higher skills make the difference

Targeting

Target by keyword: get sword matches "rusty sword"

Partial matches work: get sw also matches "rusty sword"

For multiples: 2.rat targets the second rat

This works for items, mobs, and doors throughout all commands.

Equipment Slots

Weapons go in your main hand. Armor covers various body slots.

Use score to see your status and equipment.

Better gear directly improves your combat effectiveness.

Containers

Bags, chests, and corpses can hold items and money.

Use look <container> to see contents.

Use from <container> get <item> to retrieve things.

Weight

Items have weight. Strength determines how much you can carry.

Check your carry capacity with score.

Exploration

The world is large. Thousands of rooms to discover.

Use look to see room descriptions and available exits.

Pay attention to descriptions ─ they contain hints and hidden details.

Doors

Some passages have doors. Use open <direction> to open them.

Some doors are locked. You'll need to find keys or other means.

NPCs

Not everything wants to kill you. Some creatures can be talked to.

Use look <npc> to examine them before attacking.

Use say <message> to speak. Some NPCs respond to specific words.

Money

Pence (p) ─ Base unit

Shilling (s) ─ 12 pence

Crown (c) ─ 5 shillings (60 pence)

Money can be found on the ground, in containers, or looted from enemies.

Use worth to see how much you carry. Also shown in score.

Quests

Quests track your progress through the world's stories.

Use quest to see active and completed quests.

Use quest <name> to view details of a specific quest.

Persistence

Your progress saves automatically. The world resets, you don't.

Stats

Strength ─ Max HP, carry capacity, melee damage

Dexterity ─ Max stamina, attack speed, flee chance

Intelligence ─ Magic potency, mental resistance

Stats start capped at 50. View with score.

Skills

Swordsmanship ─ Swords

Fencing ─ Rapiers, daggers

Macing ─ Blunt weapons

Archery ─ Bows, crossbows

Wrestling ─ Unarmed combat

Tactics ─ Combat damage bonus

Anatomy ─ Critical hit chance

Skills start capped at 50. View with skills.

Progression

Use it to gain it. Swing a sword → Swordsmanship gains.

Stats gain passively from related skill use.

You cannot train past your cap. Caps start at 50 (human limit).

Fragments

Slain enemies release essence. Use meditate to absorb it.

Fragments are the currency of transcendence ─ raising caps beyond human limits.

Use raise <skill|stat> to spend fragments and raise a cap by 10.

Awakened maximum: 100. Fragments are never spent on direct gains.

Positions & Recovery

Your position affects HP and SP regeneration:

Standing ─ Slowest regen. Required for combat, movement, item use.

Resting ─ Moderate regen. Can look, check inventory, view score.

Sleeping ─ Fastest regen. Very limited actions.

Meditating ─ Absorbs fragments from slain enemies in the room.

HP only regenerates out of combat. SP always regenerates (slower during combat).

Use rest, sleep, wake, or stand to change position.

Before life, there was only the barren world and the seed that fell upon it.

The seed carried within it the raw stuff of creation, fragments of pure potential. When it struck the stone, it shattered. Millions of fragments scattered across the world, and where they settled, life took root.

Every living thing carries a fragment within it. But fragments are not souls. Souls are identity, memory, the shape of who you are. They form around fragments like pearls around grit, but they are separate things. When a creature dies, its soul departs. The fragment remains, drifting back to be claimed by new life.

During the shattering, three fragments of exceptional size broke away together. They coalesced into awareness. They opened eyes and looked upon the world they had helped create.

They were the Three Sisters: Althenne, Kalith, and Ren.

─────────────────────────

Althenne was steady. Vigilant. She believed their role had sacred limits: they were stewards, not creators.

Ren was the warmth between them. Quick to laugh. The one who reminded her sisters that eternity was worth enjoying.

And Kalith was curious. She watched the dragons with their young. She felt something she could not name. The sisters were unique, parentless, childless, forever alone in their nature. Every other creature could create something that carried part of them forward. The sisters could not.

Kalith wanted a child.

She tried to create life. The results were monstrous,twisted things that could not survive. She studied harder. The failures multiplied. Althenne watched in disapproving silence. Ren saw only her sister's grief.

─────────────────────────

Ren went to Althenne. Not to condemn but to help. Together, perhaps they could ease Kalith's loneliness.

Althenne agreed to speak with their sister. But she did not come to help. She came to end it.

The confrontation was not a conversation. Years of silent disapproval poured out at once. Kalith, ashamed and defensive, lashed out. She did not mean to strike with such force.

Ren stepped between them.

She broke apart. Her fragments scattered. Her soul departed to wherever souls go.

In her horror, Kalith reached out. She pulled Ren's fragments into herself, desperate to keep some part of her alive. But fragments are not souls. What she held was only power. Raw, empty, meaningless without the identity that had shaped it.

The warmth was gone. And it was her fault.

─────────────────────────

Kalith fled underground and began trying to rebuild Ren from fragments. It could not work. Ren's soul was gone forever. But she could not stop trying. It was all she knew how to do.

She gathered more fragments. She harvested them from the living. The things she built were not Ren. They were monsters. But she kept trying. Every kill added to the weight of what she had become.

The war was long. The toll was catastrophic. At the end, Althenne's allies gave themselves willingly,releasing their souls, giving their fragments to fuel one final act. With their power, Althenne imprisoned Kalith in crystalline stone.

The Voidstone.

Then Althenne diminished. The silence where her friends had been was unbearable. She walked into a distant forest and did not come out. Where she sleeps, the trees have grown massive and strange.

─────────────────────────

One guardian refused to sacrifice himself. Ashenmor, now called the Stonewatcher. Whether from fear or hope that Kalith could be saved, he could not do it.

Althenne was not angry. She was disappointed. She gave him a burden: watch over the prison until the end of days.

Ages passed. The art of Awakening was lost. The Voidstone sank deep beneath a mountain. Miners found the riches surrounding it. They delved too deep. They found the prison and tried to move it... fools who saw a the voidstone and thought wealth.

The first cracks appeared. From them, monsters spilled forth.

─────────────────────────

That was twenty years ago. The Stonewatcher recreated Awakening, forcing fragments into volunteers, granting them the power to absorb what they kill. Four in five die in the process. Those who survive owe eight years of service.

You survived.

The cracks widen. The monsters multiply. Deep in the ruins, Kalith dreams, mindless, reaching for something she cannot remember. She has forgotten Ren's face. She has forgotten why she started any of this. Only the hunger remains.

The prison cannot be resealed. It must be shattered and Kalith ended. The Stonewatcher does not know how. He has not spoken to Althenne in centuries. He knows exactly where she is. He has never gone to her.

He is afraid of what she might say.

What's a MUD?

Before World of Warcraft, before EverQuest, before graphics cards could render a single goblin, there were MUDs. Multi-User Dungeons. Entirely text-based online games from the late '80s and '90s. No visuals at all. You'd connect to a server through a terminal and read something like:

"You are standing in a dimly lit tavern. A grizzled bartender eyes you suspiciously. Exits: North, East."

And you'd type commands: go north, attack goblin, take sword. Your imagination did all the rendering. These were multiplayer worlds with dozens or hundreds of people exploring, fighting, and roleplaying together in pure text.

What's a MUDlike?

A MUDlike is a modern game that draws from that tradition. Text-heavy or fully text-based, with the same feel: typing commands, reading descriptions, building the world in your head. Think of it as a video game crossed with a novel.

What's a single-player MUDlike?

Strip out the multiplayer. It's just you, the text, and your imagination. The social layer is gone, but depth remains:exploration, combat, systems, atmosphere. A solitary journey through a world made of words.

The lineage

This game carries no old MUD code, it's built from scratch. But spiritually, it descends from Envy22 MUDs, a branch of the Merc/Diku family tree that flourished in the mid-'90s. Envy muds were scrappy, community-driven creations hosted on university servers and humming PCs in closets, each one hacked and tweaked into something unique. The feel of those worlds, the pacing, the mechanics, the texture - that's what this game is channeling.

More specifically, it pays homage to Abandoned Reality, a MUD founded in 1996 by Erwin Andreasen, known in-game as Drylock. Drylock wasn't just running a MUD, he was a pillar of the whole Merc/Envy development scene. He shared code freely, wrote documentation, built tools like mudFTP, and co-created the famous Bartle Test that categorized player types. Abandoned Reality had atmosphere and a devoted following, and Drylock's ethos of building, sharing, and nurturing worlds shaped a generation of developers. He'd probably appreciate seeing that spirit carried forward.

Why play this one?

Traditional MUDs were endless by design. You'd grind, explore, level, repeat forever. The world persisted; you just passed through it.

This game is different.

It's completely open, go wherever pulls you. But it has a real story with a real ending. You're not grinding into infinity. You're going somewhere. The writing is sharp and atmospheric, the kind that earns your attention rather than demanding it. You get the depth and discovery of a MUD: the systems, the texture, the imagination-driven experience, but shaped into something with narrative weight and closure.

It's what a MUD might have become if someone had asked: what if this actually ended?

If you need a modern comparison

If you've played AI Dungeon, a text-based Discord RPG bot, or a choose-your-own-adventure game, you've touched something adjacent to this tradition. But those are usually loose, improvisational, engine-driven. This is authored. Crafted. There's a destination.

Developer commands. Prefix with !

Inspection

!inspect target

Show mob/item internal stats

Movement

!teleport area | room_id

Instant travel to area safe room or specific room

Spawning

!spawn proto_id

Spawn mob or item by prototype ID

Player State

!set frag value

!set money value

!set stat str|dex|int value

!set skill name value

!set cap name value

!set vital hp|sp value

World State

!lock direction | door

!unlock direction | door

!quest reset quest_id

!reload [prog_name]

Reload Lua progs (all or specific)

!wipe

Delete save, reload fresh (confirms)