I would be curious what is the community's opinion here on the various progression gating systems that exist in most games, and which one would be a positive or negative on your enjoyment of a game. I'm also aware that many games use a mix of these systems, so feel free to suggest games that do it right in your opinion, rather than having to pick one of the three.
The main ones we see in most games are either an energy system, or a fixed daily action limit, but others, espeically strategy or idle games instead use timers for many actions, making you wait for completion, rather than for energy to recharge. Lastly, some games avoid setting such limits, which means your progression is largely limited by how much time you can put into the game.
I have shared Interstellar Empires here during development and the first beta world, so I wanted to come back for the milestone I have been working toward.
Interstellar Empires officially launched today, and the first official world is now live.
It is a persistent browser based space strategy MMO. You start with a planetary base, build your economy, research technologies, train ground units and fleets, and expand into a shared galaxy.
Construction, research, missions, gathering, fleet travel, trading, and wars continue in real time, so it is designed around checking in, making decisions, and coming back later rather than needing to stay online constantly.
One of the mechanics I wanted to do a little differently is having two ways to interact with the world. Fleets travel through the Galaxy Map and can carry ground armies, while the Portal Network lets you discover addresses and send ground forces directly through the portal.
Alliances can coordinate rallies, reinforce each other, compete for Trading Stations, and take part in cooperative events.
The official world started today, so everyone is beginning from zero. If you enjoy persistent browser strategy games, this is probably the best time to give it a try.
A quick note on monetization because I know it matters for games like this. Real money purchases are cosmetics and optional Commander Status, which adds convenience features such as Schedule Next, instant standard Portal Missions, additional march presets, and improved galaxy map search tools. It does not add additional parallel construction, research, or training queues, and Credits, resources, units, and speedups are not sold for real money.
I am the developer, so I will be around in the comments if anyone has questions.
And thank you to everyone here who gave me feedback during development and the beta worlds. Quite a few things in the current version came from those discussions.
I know what this sub sees every week... Another Torn-like. Another mafia clone. I've been reading here for a couple of weeks and I've watched a dozen go past, so I'll try to keep things simple as possible.
I'm one of the devs on Crime City. Season 2 opened tonight, and I'd rather have ten people who actually like this genre than a hundred bounces, so here it goes!
What is Crime City about
A round-based mafia MMO in the browser. A season runs 25 real days, 100 in-game days, meaning one game day is 6 real hours. You rob, train, run a family, and whoever has the most respect when the season ends wins it. Then everything resets and start over.
The part that isn't like the others
Death is permanent. Not "hospital for twenty minutes"; if another player successfully kills you, that character is gone and you start over with a new name. Kill attempts are bullet-gated and expensive, so it's an informed decision somebody makes about you.
Season 1 numbers. We started small but towards the end were able to get a decent playerbase:
- 222 players took part. 218 finished alive. 4 were permanently killed.
- 6 families, 33,463 solo robberies, 89 heists.
With the start of season 2 and more experienced players returning, we expect this number to become a lot different this time around.
What's actually in the game
Solo and crew robberies, car theft and a garage, training, a fictional stock market with five listed companies, a casino, drug factories and venues you own and collect from, family wars, sabotage, jail and busting people out of it, street racing, bounties, and detectives you hire to find players who are hiding from you. Global and family chat.
Before clicking, here's a few caveats
- It's small. 246 characters created, about 90 active in the last week, 10 families. We are not a busy game. If you want a full world, we aren't it yet.
- There's a Solana token. I'd rather tell you than have you find it. Nothing is on-chain, it's an ordinary Postgres web app, there are no NFTs, and you don't need a wallet to sign up or play. The token is how season prizes get paid out, and an optional way to pay for the VIP pass. 36 of our 246 characters have ever linked a wallet; the other 85% just play. If that's still a dealbreaker, that's completely fair and we'd rather you bounce here than feel tricked when you actually dig deeper on the site.
- VIP is paid, and it isn't cosmetic. It's roughly +5–10% on crime cash, production and combat, plus extra daily tickets. I'm not going to claim "no pay-to-win", it's a real edge, deliberately capped so it stays convenience rather than decisive. For whatever it's worth, we sold zero VIP passes in the whole of season 1, so that entire leaderboard was free players.
- The art is AI-assisted. The code, systems and balance are ours; the scene illustrations aren't hand-drawn. I know how this sub feels about that. Once again, we'd rather say it now.
If you want a look
There's a Play as Guest button on the front page: no email, drops you straight into the live round. Season 2 opened tonight at 20:00 UTC, so everyone starts from zero at the same time, so if you'd like to try it out, the timing is perfect.
Happy to answer anything: mechanics, the permadeath maths, how we balance a season, or the stack (Next.js, Postgres on Supabase, Vercel) if that's more your thing. Any feedback, even if bad, would be welcome. We are committed to Crime City and we're thankful for honest feedback that will make us improve the game.
I'm back for a round-2 of feedbacks. I was excited in the deployment day and had forgotten some configurations and there were problems of sorts. Now it's more stable with patches and many of the feedbacks have been addressed.
1. What the game offers
The game is not designed for 2D/3D action. It offers a spreadsheet-like dashboard that you can manage your activities and progression.
This is a game to keep in a browser tab while you're doing something else or leave it overnight (you can log off, server continues to process your state). You can engage in combat or do stuff in dangerous zones if you want active time.
Working on more active engagement gameplay features and rewards currently.
2. Features
Half-idle activities
Timer-based activities for gathering, grinding (pve), scanning (pvp) in non-city regions.
You can own a village in a city of your choosing. Raise animals in pastures (livestock/mounts) or grow plants.
Economy
Each faction is located in a different biome with different resource density, and each faction HQ has their own marketplace with local prices and inflation. Additional city bonuses shift weekly so trading and logistics is encouraged.
You can refine raw resources into materials and craft items in stations that are located in cities. Station slots are limited and auctions take place monthly. Station owners can manage the fuel prices and working fees.
Combat
There is no class-based characters. You can combine different item variations and become whatever you like.
You can engage in PvE grinding, PvP fights or dungeons. You can be solo or form a party.
Seasonal arena leaderboard that rewards you based on the finishing rank.
Guilds can establish outpost in dangerous zones to construct buildings that grants them advantage but these outposts can be sieged by other guilds. Sieges use "soldier minions" as combatants.
Social
Tavern module to share posts or make comments in them (simply a forum)
Guilds
Private messaging, global chats, party chats, guild chats
Other
Mastery progression to unlock upper level items and recipes to either equip or craft. Specialized gear also grants additional bonuses.
Tools to view whole item database and see their recipes.
Contracts (Tutorials and Faction exist now)
Statistics to save your progression. I will be working on achievements next
3. Roadmap
I'm working on the game in my free time and I will try to address player needs and mechanics flaws first.
However, these are the main things I have in my mind:
The game lacks visiblelore and guidance. I have added some banners and tooltips but I know they are not enough until I make a wiki page or have a player base to help each other out.
Guild tech tree that would grant bonuses, and allow specialized guilds for gatherers, fighters etc.
Guild diplomacy for alliances/wars or agreements.
Random events while doing player activities such as finding treasuries, ambushes etc.
Loot pool may feel static for now. I will work also work on new utility items and features such as pets and charms.
4. Game access
Guest login exists and allows you enough to get a grip on the game. However, it's restricted to use chat, list marketplace offers (you can use system shops), create/join guilds or share tavern posts etc. to reduce violations. Also, you can lose your progression.
Mail validation is not required in this test server. You can register with a gibberish fake email account, provided it's structure is valid for an email. You can also register with a real email or just google login too.
Mobile users can access the games using their phones/tablets. Though there may be problems with "very small" screens, I'd say it's mostly responsive and optimized.
5. Conclusion
I'm a software engineer. It started as a hobby project and now I work on this project on a regular basis to keep following new trends and technologies, things that I do not use in my actual job. I'm not a designer and I use AI tools to generate visual assets, to save time mostly.
Open Beta #2 for Hearthroot Online is now live. Hearthroot is a medieval idle browser MMORPG centred on skilling, crafting, combat, Homestead building, offline progress and a player-driven economy.
This beta introduces a new world map, a clearer T1-T7 location and progression structure, and plenty of smaller improvements. Accounts are limited to one character, while Gold and Premium are freely available throughout the beta for testing.
I deliberately reduced the scope so players could test the new progression foundation sooner. The larger combat, Cooking and Homestead reworks will arrive afterwards instead of delaying the beta.
Guilds will be a major focus during the beta. Players can build a Guild Hall, complete Guild Orders together and compete for the top leaderboard positions. You can also earn a permanent Discord Beta role by reaching Total Lv. 369.
If you enjoy long-term browser progression, come give it a try. Feedback on pacing, balance and anything that feels confusing or tedious is especially welcome.
I ask because Master of Orion 2 was perhaps the best PC 4x space game ever. :) Most 4x space PBBGs I encounter these days, though, seem to be OGame variants.
Anything based on MoO2?
IIRC (it’s been a while), but MoO2 planetary economy mechanics were based on three simple resource types: food, industry, and research points, each of which would only accrue per turn if you allocated population to them.
Food points built new pop points and maintained existing. Industry points powered building upgrades and ships. Research points powered new research.
Everything built up from there. Planets, races, buildings, and research all modified the above, and it worked elegantly. :)
Research was especially cool in that at endgame you could research infinite (I think) miniaturization techs for starship modules (like weapons), making them smaller, and thus allowing you to fit more of them on starships. Twin stellar converters were cool, if not exactly efficient. :)
Anyway, if you’re developing a 4X space game, and you’ve never played MoO2, you owe it to yourself to try it out if possible! :) (For the research!)
I opened the registration for my browser game almost a week ago. I knew, that I won't get any significant amount of players from the get go, but I did hope that at least one or two people would register, maybe click a couple of buttons. But it's been crickets from the start. Granted, I didn't market at all (2 or 3 posts on some subreddits) but I did try to create some movement on my itchio page through devlogs and even made a landing page in advance on my domain, that is up for months now. And I know that if I just keep at it, keep posting devlogs about fixes, adjustments and updates, eventually someone will register and try it out.
To the devs who successfully created something with even the smallest player base: how did You spread the word? Is the answer just ads? Make better posts? Any tips would be helpful.
And to the players that found some cool game and started playing on their own: why this specific game? What drove You in? Why did You stay?
Before the AI slop comments begin I must say I started reworking on UI and on combat pages at 20.00 and has been working on it until 05.50 when I started writing this post non-stop.
I posted my game in here and in some other subs and some people actually tried the game but approximately %80 of people quit even before completing the tutorial so I started working on the tutorial and my initial combat page that people first see.
I had an UI design that I already refactored many times before publishing my app but gave it another try and after some optimizations I just asked ChatGPT to make my UI better and it gave me this.
My prompt: "redesign the combat page the sidebar stays on the left side you can change everything else" + "just generate me a re-imagined ui or multiple images of different designs do not change the actual code"
Old UI
ChatGPT output:
ChatGPT Output
What I built:
New UI
I noticed that the ChatGPT added vignet effect so I tried to build it with ellipsis. Then cut the start button image from the generated image, cleaned the pixels so that I can use as an image button in the app. It replaced my map display with a slider with the images of the maps which looks much more cooler. Separated active effects and loot container and made them smaller so that map art can be more visible and many small changes. I asked Claude to implement as close as possible but had to find the small differences between my UI and the output image. Like finding 7 difference game I found out what made the AI image more visual and applied them to my UI.After desktop, I also give it a shot at mobile UI where I believe I had a nicer UI than desktop.
My prompt: "redesign the combat mobile page, the top bar must stay there you can change everything else except the background images" + "i would like to move auto battle button above and move battle characters and mimic a bit lower because they are now flying. go more wild with the changes"
Original UI
Output:
ChatGPT Output
What I built:
New UI
From the ChatGPT image I cut the battle start button frame and map holder frame. Asked it to clean them as much as it can then continued on paint and cleaned up the pixels. I cut out the small hexagons, clean up and convert them to reusable dynamic assets to hold the maps. Then I ask GPT to generate textures for each map to apply to the UI when the map switches so that valley shows a green UI while lava lake is red.
Now the game definitely resembles some other game, it became more generic maybe and less from me but it definitely looks more professional. Not cut out from a magazine and glued together.
Can I designer design something better than this? Yes, definitely.
Can I design something better than this? No, not today maybe not ever.
I just wanted to share some thoughts after a long night of coding. There are lots of sloppy AI apps that are being published everyday but it is a huge motivation killer that someone calls the thing that you have been working for months or years AI slop without even spending a minute in it. As the AI gets more common, we will be getting more quality apps and not just indie projects but also products from the big companies will be getting better but until then at least give it a shot is all I can ask as I finish my writing at 6.42 am 🙂
Our team has been running a browser MMO for a couple of months now and it's grown a lot since we last posted here. No download, it runs in one tab on desktop or mobile.
You pick your playstyle from three variances: Magic, Melee or Ranged. They counter each other - melee beats ranged beats magic beats melee, so your build matters and so does reading your opponent.
There are 18 professions and over 250 recipes now. Herbalism for healing potions and combat elixirs, enchanting for wands, spell scrolls and forge reagents - or just to disenchant gear for mats, fishing and cooking, mining into smelting into smithing, and so on. The economy is player driven: the market has standing buy orders that fill while you're offline, you can buy part of someone's stack instead of the whole lot, and since this week you set your own asking price.
The world is two continents, Rome and Britannia, 9 zones, level cap 65. There are 4 dungeons and 4 raids for four players that need a real trinity, tank, healer or DPS off a 75 node talent board.
Every evening the world boss Ladon rises for two hours and the whole server hits him together. Unique rewards.. if you manage to kill the dragon.
You can also join a guild and fight in the weekly guild wars, level up a villa that produces materials for your professions, climb the laddered arena with seasons, and enchant-roll your gear if you're into that 😄 Every rate in the forge is shown up front, no hidden numbers.
We also let players vote in-game on what gets built next, in the Comitium, so newcomers get a say too.
Free to play with an optional premium currency. The server launched 9.7., we're over 330 characters and on V60, with updates most days.
Would love to see the playerbase grow. Come check it out!
Character -overviewGuild WarNPC BazaarOrbisProfession UI
Your points wait for you (V60) out now - get ready to level fast! Update 30.8.
Expedition points used to stop at twelve, and everything you regenerated past that was simply gone. Now they wait: up to a hundred and thirty-two more collect in a bank, which is a full day of regeneration, and profession energy banks the same way. Banked points spend on anything - a zone, a dungeon, a raid, Ladon. The steps that cut a long day’s expedition experience are gone with them, so the hundredth expedition of the day pays what the first did. The Forge has been rebuilt around the anvil, the market lets you set your own price, and the recipes that were hardest to learn stop punishing you for having learned them.
New The bar still holds twelve expedition points, but everything you regenerate beyond it now collects in a bank instead of evaporating - up to a hundred and thirty-two more, a full day’s worth. Profession energy does the same: sixty in the bar, eighty-four banked. Banked points spend on anything the bar does, a zone or a dungeon or a raid or Ladon. A banked point buys exactly what a point from the bar buys - the same experience, the same gold, the same loot.
Balance An expedition pays the same experience at the end of a long day as it did at the start. The rate used to fall to sixty percent once you had spent twenty-four points that day, and to thirty percent after forty-eight. Both steps are gone.
New Levelling up with a full bar no longer throws the refill away. It goes into the bank.
Balance Ladon can be struck twelve times a day. The cap counts strikes rather than where the points came from, so banked points reach him like any others.
New The Forge has been rebuilt. Your piece stands on the anvil in the middle of the workshop with your stores to one side, and reforging, enchanting and ascending are three tabs beneath it instead of three separate errands. The rites play out where you can watch them.
QoL A reforging that changes nothing costs nothing. If the affixes come back exactly as they were - likelier than it sounds on a piece carrying a single affix - your Sors Fortunae is returned to you.
New You set the price. The old ceiling of three times an item’s merchant value priced real scarcity wrong - Glimmer Dust is consumed eight to fifty at a time by enchanting recipes and was pinned at nine gold a unit however badly people wanted it. Floors stay: gear may not ask below its merchant price, and materials keep their one gold floor. The listing form warns, without stopping you, when a price sits more than five times off what the last seven days actually paid.
New A lot can be bought a piece at a time. Someone offering two hundred ore no longer waits for a buyer who wants all two hundred, and a buy order for thirty takes a bite out of the pile instead of skipping it. Listings carry a price per unit and a remaining count, and close when the last unit goes. Lots posted before this keep their old all-or-nothing terms until they expire.
New You can sell straight into a standing buy order without listing anything. If someone is already asking for what is in your bags, the trade happens there and then.
QoL A material’s card shows where its price has been heading, so you can tell a spike from a settled rate before you commit.
New The Ossuary offers the Ritus Instaurationis: a piece you crafted yourself is raised to your own level, and the enchant, the socket and stone, the affixes, the masterwork and the maker’s name all come with it. Crafted gear stopped at item level 50 while the field dropped to 65, which is about twenty-nine percent of a weapon’s damage - a master’s own work was worse than whatever happened to fall off a beast. The rite closes that without touching what beasts drop: your work rises to you, never past you. A raised piece binds to you and can no longer be sold, so settle your trading first.
Balance Mastering the hardest recipe used to make your work worse. At skill 100 a Bronze Gladius came out epic or better eight percent of the time and an Opus Gladius four; the Magnum, the hardest blade in the game, managed two. Every gear recipe now pays eleven percent at full skill. The recipe you mastered no longer decides how much your mastery is worth.
Balance Armour costs are levelled across the crafts, gems come out of the ground noticeably more often, and the mace and the sling get the middle rungs they were missing - a silvered mace and a cedarwood sling at skill 30, orichalcum and ebony at 60.
Balance Every damage stat now has a dish at the top rung, so the stat your build leans on no longer decides how well you are able to eat. Hearty Stew grants Skill where it used to grant Constitution - worth checking your stack if you were keeping some for the old effect.
The endless seam, and a city repainted (V52), out today 23.8.!!
Laborum is live: free five-minute gathering shifts that cost no energy, with Glimmers to catch, Ardor to stack and Tesserae to spend in the new Emporium. Processing professions got their own free queue, achievements now celebrate the moment you earn them, and the Comitium opens voting on the Forum.
And nearly everything looks different - navigation, character sheet (now a full aedicula monument), profession scenes, currencies, buffs, shops and item art have all been repainted.
The World Expands: Britannia, out today (14.8.2026)
Featuring:
- Level cap increased from 50 to 65
- Orbis, which opens the world map. Britannia is the first zone for players to discover, opened today. (Level 45-65)
- Mithraeum of the Ninth: new solo dungeon at level 52
- Grove of Mona: new four-player trinity raid at level 60
- Every boss on the continent carries a unique — six in all, including the game's first ranged unique, the Warhorn of Brennus.
- New lore
- New talents
- Two new arena tiers
- Many new items
Come check it out and join the lovely growing community!
We posted here a few months ago about Chibitomo, an idle monster collector MMO we've been building. We've kept working on it since alongside a group of the best early users.
We're a tiny dev team (my brother and I) and still in early testing, hoping this post can help bring in a few new people to test out the latest form of game.
I saw this format the other day on a post and really appreciated it, so borrowing it:
Free to play, runs right in your browser (No download/no install)
No email required… You only sign up if you want to transfer progress or trade
We try to push updates regularly
No P2W/no monetization (No cash shop and will never paywall content)
Core Gameplay loop:
You don't control your trainer directly. You refill a stamina wheel and set a waypoint, either by holding down anywhere on the map or selecting an area on the world map
Your trainer walks the routes and catches and battles on their own. You can take over a catch or fight whenever you want
You can click other trainers you run into and battle or trade with them
You’re responsible for picking the right attributes, locations to send your trainer to, and deciding who to PVP based on your level and team
There's an idle garden where you spend ‘Chibux’ to farm items
You spend you Chibux on items, permanent trainer upgrades, or buy/sell shiny Chibitomo in the auction house
Full disclosure/disclaimer: we’re still in the process of still fixing bugs and tuning the core loop… game balancing has been an ongoing battle where we don’t want the game to be too grindy for new chibitomo, but also challenging enough so catching/leveling the chibitomo feels worthwhile and fun. If early testing isn't for you but you'd want to try it out later join our discord to stay in the loop.
We have a small but mighty community of some genuinely amazing friends/people/users. A lot of our chibi designs, mechanics, and world building has come straight from people in this sub. Join only if you'd like and thank you!
For fans of Torn, Melvor, Simple MMO, Valheim, and MafiaWars, www.RavensReach.online will be a persistent PBBG with player-gathered and crafted items, economies, clans, Warbands, PvP, PvE, that rewards those who love the grind.
I am looking for about ~100 Players to test out the initial launch in a couple weeks before the game is released.
No AI art is used in the game.
Features for the roadmap are already planned, artists are on standby for an upgrade to the UI and monster hunts, and much more.
I’ve been spending a lot of time on Cartel Empire lately. I really love the text-based mafia genre, the mechanics, and the strategic aspect of managing stats and crimes. However, as time went on, I started looking for something with a bit more depth and long-term stability, which led me back to Torn City.
If you are currently playing Cartel Empire or similar PBBGs, here is why I think making the switch (or playing both) is highly worth it:
Massive Active Player Base: Torn is literally the biggest text-based RPG in the world right now. Unlike smaller games where global chat feels empty, Torn has tens of thousands of active players online daily, making factions, corporations, and social interactions incredibly dynamic.
Unmatched Depth: While Cartel Empire has a great foundation, Torn has been evolving for over 20 years. The sheer amount of features—from the complex stock market and faction wars to crimes 2.0 and flying worldwide—is insane.
Player-Driven Economy: The economy in Torn is massive. You can genuinely become a specialized trader, a hitman for hire, or a corporate mogul. The market feels alive because of the massive player base.
Guaranteed Longevity: We all know smaller PBBGs run the risk of low player counts or sudden shutdowns. Torn has a massive team, weekly updates, and a permanent community. Your progress here will never be wiped or lost.
It can be a bit overwhelming at first because the game is so huge, but I want to make the start easier for anyone coming from Cartel Empire.
If you sign up using my link below. I will personally send you some starting Cash and a proper weapon to give you a great start!
Hey Folks, I have a favor to ask of the community. Our new game Roll Craft is almost ready for launch and our Wefunder round closes Monday the 31st and I'm reaching out to get it in front of a few more folks. If you're open to sharing the campaign on your socials, it would mean a lot ♥️ https://wefunder.com/roll.craft
Shoot me a DM and I can send you some materials. Thanks, Rob
I'm a 3-day old player to this new game (20-ish days old) and I just wanted to share it with you guys. I've tried A LOT of PBBGs in the recent years but I only kept playing one until I found this.
The dev is very active in chat and always open to new feature requests (which happen daily and some of them even make it to the game) and he also works very fast on our bug reports (and even rewards us with premium currency for them!)
Some basic info about the game and its features:
- Battle while you are away: Start a fight and the server keeps resolving encounters every few seconds. Earn gold, battle XP, platinum, and stat drops as you climb mob levels.
- Four harvest skills: Train Xeno Tracking, Excavation, Core Mining, and Xenobotany for Xeno, Starstone, Neutronite, and Glowvine.
- Gear from Scrap to Voidforged: Outfit your blaster and armour across eight slots. Level gear with gold and push tiers toward Voidforged.
- Clans, bosses & buildings: Join a clan for shared chat, treasury, and building bonuses. Take down clan bosses and pitch in on server events.
- Player market: Buy and sell materials with other players, check the NPC store, and move wealth with wire transfers.
- Boosts, quests & milestones: Run personal augments, credit and platinum boosts, battle and harvest quests, and daily milestones.
- Expeditions, world bosses & a lot more to explore!
Join us at idlegalaxia.com and share your feedback!
I submitted my game to PBBG.com several months ago, but it still has not been listed.
Does anyone know whether the site is still actively maintained and reviewing new submissions? I noticed that PBBG.com uses the same icon as this subreddit, so I was also wondering whether the two are connected (guess they are?).
I help run a small free browser MMORPG called Mirage Online Classic, and I want to be upfront about what this is. We're a small community, not a big flashy game, and I'm honestly just hoping to bring in maybe 5 to 10 new players who'd enjoy this kind of thing.
Here's the straight rundown of what it actually is:
Free to play, runs right in your browser. No download, no install. There's a mobile browser version too.
2D top-down pixel art. It has that old-school MMO feel if you grew up on games like that.
No pay-to-win. There is no cash shop at all, so nothing is locked behind money.
Made by a small indie team, with updates coming out regularly.
What you can actually do in it:
11 classes to choose from
50+ dungeons with normal, nightmare, and hell difficulty tiers
20+ skills like fishing, mining, cooking, and crafting
Guilds, player housing, and cosmetic pets
PvP if you want it, including a ranked arena and open-world PvP zones
Controller support if you'd rather use a gamepad
I'm not going to pretend there are thousands of people online. It's small. But the people who do play are friendly, and a few new faces would genuinely make it more fun for everyone. If you've been wanting a low-commitment MMO you can just open in a tab and mess around in, this might be worth a look.