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 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.
| Clock | Value |
|---|---|
| Tick rate | 10 per second (fixed) |
| Day length | 120 seconds at 1× speed |
| Hour | 5 seconds |
| Night | 18:00 – 06:00 |
| Speed control | pause · 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:
| Source | Fun |
|---|---|
| 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 rule | Value |
|---|---|
| Starting retention | 0.75 on first sign-up |
| Renewal | pays $15, retention −0.05 |
| Churn | on a failed roll the account lapses for good |
| Floor | retention 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.