MUDs, or multi-user domains, are multiplayer role-playing video games that originated in the late 1980s and early 1990s. These games are very similar to the MMOs and MMORPGs that you may be familiar with, like World of Warcraft, with one twist - they are completely rendered using words.
These text-driven games draw from the positive aspects of novels (that is, a deep story narrative, incredible characterization and detail) while providing the option for fast-paced game play (for example, combat scenarios involving multiple enemies and powerful bosses that require fast thinking and quick reactions).
MUDs are absolutely classic 90s games that, at their peak, had hundreds if not thousands of players online at the same time.
Players typically download a client to play MUDs. We offer a custom client with packages designed for you to join the world of the Accursed quickly; download that client package here.
Our development blog offers deep dives on topics related to MUDs and game design. That blog can be found here.
MUDs can focus on different styles of game play and run on different code bases. The Accursed is a PvE-focused MUD with a strong focus on community, detailed combat, facing elaborate bosses, and community. Our codebase is completely custom, although it draws from our prior influence on DIKU-style MUDs over the years.
Game Play Style | |
---|---|
PvE / Hack and Slash | Typically centered slaying NPC monsters found in dungeons or during quests |
PvP / PK Focused | Game play revolves around slaying other players |
Roleplaying / RP | Roleplaying and storytelling with other players is the focus |
MUDs can be set in a variety of environments (or a hodgepodge of many), including fantasy worlds, outer space, or other planes/dimensions.
The Accursed MUD
Our world is centered around Asondi, a dark fantasy world with challenging PvE combat. We plan to offer optional PvP in the near future.
Players may choose from multiple classes (‘tactics’) across categories: pacer (tank), physician (healer), and invader (damage dealers). Players may unlock any number of these tactics over time, but may play as only one at a time. We also plan to offer crafting and gathering tactics as well in the future.
The core game experience is to progress our story quest line (and any side quests you choose to pursue along the way). Players will unlock a series of dungeons as they play, which will provide the core boss-battling experience the game is focused on. Dungeons can be run any number of times either solo or in a group. If a player’s tactic is too low level for a dungeon, they will need to wait to enter. However, if they are too high, they may level-sync down to the maximum dungeon for that level, enabling high level characters to return to low level dungeons any time.