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

🏝️v0.1

The World

World Building

The world is a grid of tiles, each one a terrain type you paint in by hand (or generate as a random starter island). On top of the land you place the buildings that give adventurers somewhere to spend, rest, and respawn. Nothing is free.

Terrain types
6
Ground
$3 / tile
Buildings
$10 each
An MMOS world of painted islands scattered across the ocean

Terrain types

Every cell is one of six terrain types. Roads are more than decoration: adventurers prefer to path along them, while mobs avoid loitering on them, so a road network steers traffic where you want it.

TypeValueWalkable
Water0boats only
Grass1yes
Sand2yes
Snow3yes
Mountain4no (impassable)
Road5yes — preferred by adventurers

Costs

Early on you're betting your $1000 of starting capital that the world you build will draw enough subscribers to pay it back. Overbuild and you go broke; underbuild and players leave.

ActionCost
Paint ground$3 per tile
Demolish ground+$1 refund
Place a building$10 each

Settlements

Towns and cities are the social glue — vendors, inns, and hubs. Each carries a set of features, and resting recovers an adventurer's rest need to zero while granting fun (+5 at a town, +8 at a city).

SettlementFeatures
TownInn (always), quest giver, vendor, flight path
Cityall of the above, plus an auction house

A settlement has to be both built locally and unlocked globally before it offers a given feature.

Islands & regions

The grid is flood-filled into islands using 4-connected adjacency — diagonals don't bridge a gap, so two landmasses touching only at a corner stay separate islands. Each region gets an ID used for reachability: an adventurer only paths to a mob or building in the same connected region. Cross-island travel needs docks.

Graveyards

Death needs a destination. Graveyards are the respawn anchors adventurers route to when they fall — place them near your hunting grounds so a death isn't a long walk back into the action.

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.