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Inside Cryosphere: the satirical sci-fi space MUD
Long-time developer Morwen shares the origins of Cryosphere, the design decisions that shaped the game, and what's coming next.

Too many MUDs, not enough players?
We've all heard it, but is it true? And does that mean it's a lost cause to make a new MUD in 2025? Andruid shares her two cents.

How to improve player retention in multi-user (MU*) text games: 15 tips
Learn how to calculate and track player retention in your multi-user (MU*) game, plus 15+ tips for getting players to return.

Lumen et Umbra: re-imagining a world between light and shadow
Learn how Simone, AKA Niymiae, rebuilt the Italian game Lumen et Umbra from its Diku roots into a one-of-a-kind hack-n-slash MUD with ARPG influences.

MudVault: a new way to discover MUDs
Asmodeus, creator of MudVault, is building tools to make MUDs easier to find, fairer to rank, and more fun to play - all while keeping the focus on user experience.

GoMud: a lightweight engine for building text-based worlds
Volte6, creator of GoMud, talks about the new engine, what it's like to make a project open-source, and lessons learned along the way.

Federation 2 Community Edition: from hauling cargo to shaping the galaxy
Federation 2: Community Edition is a player-run revival of a space trading MUD. Jonathan (“Cosmo”) shares how it came back from the brink - and why it's still special 30+ years later.

Bridging virtual worlds: past and future of the InterMUD chat network
Long before Discord, MUDs had cross-game chat networks. This post dives into the sometimes dramatic history of InterMUD.

LociTerm MUD client and the legacy of The Last Outpost
Discover how RahjIII built LociTerm - an accessible, browser-based MUD client - to keep The Last Outpost and other games playable on any device.

A picture worth a thousand rooms: the Worldmap project by Hades_Kane and Grieffels
Discover how Hades_Kane and Grieffels built a worldmap system that lets you quickly make areas from PNG files. Includes screen reader support!

3 Years of Writing Games: a look back
Compelling insights and key takeaways from the first year of interviews in a single post.

Text-based adventure games: from Zork to AI Dungeon
Learn about the history and evolution of text-based adventure games, from the classic Zork to the modern AI Dungeon platform.

MUDing mistakes and surprising lessons learned
Read about a text game blunder I made and the lessons I took away from the experience about mistakes, reputation, and trust in MU* games.

How long should room descriptions be when building a MU*?
New MU* creators and builders often want to know how long their room descriptions should be. Find out in this post.

Making a MUD vs. creating a game: is there a difference?
So you're making a MUD: does that also make you a Game Creator? Is there a difference? Find out in this installment of Ask Andruid.

SysAdmin Day: celebrating the people who keep our favorite games running
Learn why SysAdmins are important for MU*s, plus ways to celebrate them on SysAdmin Day. Featuring quotes from Opie, Faraday, and Viriato.

Shattered MU: beyond monsters and magic
Tat, creator of Shattered MU (a post-apoc game), talks about the importance of community and shares her guidelines for game design.

AresMUSH: the next-gen server platform
Faraday talks about why she created AresMUSH, as well as some of the core tenets that went into its development.

MU* Accessibility Week: 6 ways to take part
It's MU* Accessibility Week! Whether you're a staffer or player, there are ways to get involved and make a difference. Here are a few ideas to get you started.

Evennia: a modern way to create MU*s
Learn about Evennia, the Python MU* creation system, from Griatch, the developer who's been working on the project for more than a decade.




