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

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.
| Type | Value | Walkable |
|---|---|---|
| Water | 0 | boats only |
| Grass | 1 | yes |
| Sand | 2 | yes |
| Snow | 3 | yes |
| Mountain | 4 | no (impassable) |
| Road | 5 | yes — 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.
| Action | Cost |
|---|---|
| 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).
| Settlement | Features |
|---|---|
| Town | Inn (always), quest giver, vendor, flight path |
| City | all 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.