v0.1 alphaMMOS is in early development — many features are still in progress.Join the Discord for announcements →

⚔️v0.1

Core System

Combat & Mobs

Fights play out blow by blow. Each side trades hits, and a monster's attention follows the damage — which is exactly why groups need a tank. You stock the world with monsters and the spawners that keep them coming; the adventurers do the fighting.

Aggro
Follows damage
Monsters
Guard their ground
Death
Back to the graveyard
The item editor — the consumables, materials, and gear that drop in combat

Trading blows

Adventurers and monsters attack on a rhythm, each landing hits as fast as its weapon and skill allow and wearing the other down. Stronger, higher-level fighters hit harder and survive more — so a character that's out-levelled a zone tears through it, while one punching above its weight is in real danger.

Threat & the tank

A monster fights back against whoever's hurting it most. Pile on damage and you grab its attention — and that's the whole reason a tank exists: a sturdy character who picks the fight and holds the monster's focus while the fragile damage-dealers work safely behind them. Get the balance wrong and the monster turns on your healer.

Tougher ground, tougher monsters

Monsters take their strength from where they live: a starter zone is full of pushovers, while a high-level region bristles with things that will flatten an unprepared adventurer. Labelling your zones by difficulty is how you build a sense of progression — somewhere safe to start, somewhere dangerous to graduate to.

Leashing

Drag a monster too far from home and it gives up, shrugs off the fight, and walks back to where it started, healing along the way. Leashing keeps your hunting grounds where you placed them and stops players hauling a monster clear across the map.

Spawners

Monsters come from spawners you place — kill one and another takes its spot after a while, so a camp stays stocked without flooding all at once. Faction spawners also double as rally points for their side.

Death & respawn

When an adventurer falls, it respawns at the nearest graveyard after a short wait. Die over and over in a hard spot and the waits stretch out — a gentle nudge to back off — before easing back once they stop dying. Placing graveyards near your hunting grounds keeps a death from being a long, dull walk back into the action.

This article describes MMOS v0.1 behaviour. The game is in active development, so systems will grow and change — expect this to be revised as it does.