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

👥v0.1

Adventurers & AI

Groups & Social

Grouping is opportunistic. When two compatible adventurers pass close by, there's a chance they band together into a party. Parties move as a unit behind a leader, take on tougher content, and dissolve naturally as members peel off.

Max party
5
Form chance
10%
Scan radius
3 tiles

Forming a party

Group formation is rolled opportunistically as adventurers move:

RuleValue
Trigger chance10% when an eligible neighbour is in range
Scan radius3 tiles
Formation cooldown2 seconds per adventurer
Eligibilitysame faction, neither already grouped
Max party size5
Gaterequires the parties feature unlocked

Identity & colour

On forming, a party is tinted one of ten distinct colours picked at random — red, blue, green, yellow, magenta, cyan, orange, purple, and two pastels. Members wear the party colour over their faction tint for as long as they're grouped, so you can read group structure at a glance on a busy server. When an adventurer leaves, its faction colour returns.

Following the leader

Members don't think for themselves while grouped — they mirror the leader's current intent:

  • Over 15 tiles from the leader — break off and path back to catch up.
  • Within 2 tiles and the leader idle — mill around inside a 2-tile radius.
  • In between — copy the leader's intent (kill, travel, explore).

Followers copy whatever intent the leader holds, even a stale one — a faithful quirk carried over from the original sim.

Leadership & disbanding

  • Leave chance — 5% per completed goal a member rolls to wander off.
  • Forced leave — logging out or despawning always leaves the group.
  • Promotion — if the leader leaves, the first remaining member takes over.
  • Disband — a party folds once it drops to a single member.

Chat & fun

Grouped or passing adventurers chat on a 2–30 second cooldown. Each exchange grants +1 fun, capped at 5 per session — small, but it adds up to stickier players. Simply being in a group also drips +0.1 fun per tick, also capped at 5 per session.

This article documents MMOS v0.1 behaviour. Systems, numbers, and formulas are pulled from the current simulation and will be updated as the game evolves.