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

📈v0.1

Sessions & Economy

Sessions & Subscriptions

MMOS is a subscription business wrapped in a simulation. Time runs on a fixed clock, players come and go across the day, and every renewal is a dice roll against their retention. This page covers the loop that turns happy players into revenue.

In-game day
120s at 1×
Subscription
$15 / 7 days
Server slots
10 online
The server leaderboard — subscribers, days subscribed, and time played

The world clock

Everything is timed against a compressed day. The simulation steps at a fixed 10 ticks per second; speed controls add more ticks per real second, they never change the tick itself.

ClockValue
Tick rate10 per second (fixed)
Day length120 seconds at 1× speed
Hour5 seconds
Night18:00 – 06:00
Speed controlpause · 1× · 2× · 4×

Logging in and out

Offline adventurers count down a timer; when it expires they log back in. How long they stay away depends on how much fun they had last session:

  • Offline duration scales from fun — a bored player (0 fun) stays away 1–12 hours; a delighted one (50 fun) returns in 1–2 hours.
  • On login — fun, session counters and cooldowns reset; a rested bonus is granted if they logged out at an inn.
  • On logout — retention is nudged up by fun × 0.002, then fun resets to 0.

Base logout chance is 1% per check, reduced by fun × 0.001 — engaged players are less likely to call it a night.

Fun: the engagement currency

Fun is capped at 50 and rebuilt from scratch every session. It's the single lever between behaviour and money:

SourceFun
Mob kill+5
In a group+0.1 per tick (max 5 / session)
Chat+1 each (max 5 / session)
Resting at a town+5
Resting at a city+8

Subscriptions & churn

Each adventurer pays $15 on sign-up and rolls for renewal every 7 in-game days. Retention is the probability they stay:

Retention ruleValue
Starting retention0.75 on first sign-up
Renewalpays $15, retention −0.05
Churnon a failed roll the account lapses for good
Floorretention never drops below 0.30
Fun boost+0.002 × fun applied at each logout

Churn is permanent for that account — a lapsed adventurer won't resubscribe, so growth comes only from new sign-ups and win-backs.

Server capacity & the queue

Your server hosts 10 concurrent players online by default, and the subscriber base can grow to three times that (30) before sign-ups stop. When more players want in than there are slots, the rest wait in a login queue — and queued players bleed retention at 0.005 per second, so an over-subscribed server quietly rots. Buy more capacity (+10 online, +$30 / week) to keep up. Upkeep runs $30 per in-game week, flat.

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.