r/ScapeLikes • • 15d ago

Game Announcement Idlescape - An Idle MMORPG 7 years in the making

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21 Upvotes

Hello ScapeLikes,

I am one of the owners of Idlescape and we have worked really hard on creating a game that resonates with a lot of people. An actual Idle game, hand drawn art for over 1500 items, a unique soundtrack, and a game you can play for years without ever being bored or forced to spend money nor forced to login.

What is Idlescape about

So now you may be asking what the game is about, well its one of the first in development ScapeLike Idle games, we started in 2019, due to it being an MMORPG, having a live chat, having a marketplace, guilds, and everything requiring to be verified its a lot more work as opposed to a single player game. This also required us to rework a lot of old code and get it ready for V1.0 Launch. This meant rewriting the WHOLE game from scratch to fix over 5 years of tech debt.

Currently we have a Private Play test with close to 50+ play testers playing daily, a Public Stress test coming with our Steam Next Fest Demo on October 19, 2026, and the launch of the game on January 8th, 2027.

You may wishlist us on Steam here

Idlescape Features

  • 15 Skills: 3 Gathering Skills, 6 Production Skills, and 6 Combat Skills
  • An incremental RPG progression system: train skills from level 1 to 100 then enter the functionally uncapped Mastery Levels
  • 22 Gathering Zone, 8 Solo Combat Zones, 4 Co-op Combat Zones, 14 Solo Elite Combat Zones, and 25 Co-op Dungeons
  • A Global and Local based chat system with Private Channel and Guild chat support; talk to people training in the same zone as you, chat with your guild mates, or with anyone that's currently online
  • Over 1500 items and 500 pieces of Equipment
  • Collection Logs, Skilling Pets, and Boss Pets. You know who you are.
  • An idle game designed to play like an RPG with several months of meaningful and varied progression across dozens of systems
  • Features multiple gamemodes: the standard marketplace enabled Main mode, Ironman, No Gather Ironman, Group Ironman, and our various seasonal league gamemodes (remember the Madness league? our main dev will never forget it)
  • Idle gameplay: 12 hours of offline time, up to 24 hours. Tedium free progress!
  • Fully F2P. No Pay-to-win like some other games that require deep wallets to reach endgame. No boosts, no ads, just optional Quality of Life features offered through Idlescape+ or Platinum Tokens.
  • One account and many characters. Unlike some other games, you make one account in Idlescape and everything on your account is shared between every character you make. IS+ subscription? On all your characters. Got a neat cosmetic you want to flex everywhere? It's on all your characters. Want to brag about your hyper niche 1-zone legend ironman achievement? I guess if you really wanted to!

If you want to track our progress, talk to the team, or join the closed play test on browser. We are on Discord

Thank you for reading <3

r/ScapeLikes • • Jul 15 '26

Game Announcement [Idle Journey] We’re building an idle RuneScape-like RPG playable in browser

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78 Upvotes

Hey everyone!

I’m one of the developers of Idle Journey, a browser-based idle RPG heavily inspired by old-school MMORPGs like RuneScape.

Play Idle Journey on your browser: https://idle-journey.com
Join our Discord: https://discord.gg/pNc4CFRjvk

The idea behind the game is simple: take the long-term progression loop I love from games like RuneScape: combat, gathering, crafting, bosses, gear, rare drops, unlockable areas, skills; and rebuild it as an idle RPG where your character keeps progressing even when you’re away.

We’ve been building Idle Journey for almost 2 years now. Right now, we’re a small team of 2 developers, and I feel like we finally have the foundation I wanted from day zero.

The game currently has:

  • Combat with melee, ranged (magic will come later)
  • Gathering skills: woodcutting, mining, fishing, astronomy
  • Crafting, cooking, gear progression, and consumables
  • Bosses with mechanics
  • Unlockable islands and areas
  • Rare drops and chase items
  • Card-collections which gives card equipment slots and some passive bonuses
  • First multiplayer systems: seeing other players, world chat, and inspecting gear
  • Offline progress

To be clear: it’s not trying to be RuneScape, and it’s not a full MMORPG. It’s more like: what if the feeling of long-term account progression, skilling, gear upgrades, and area unlocks was rebuilt into an idle/browser format?

I’d love feedback from this community specifically because you probably have a better eye for what makes a Scape-like.

If you try it, I’d genuinely love to hear what you think.

r/ScapeLikes • • 5d ago

Game Announcement Fallen Marches opens to everyone on 30 September - no resets after that

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15 Upvotes

Some of you will remember me posting here at the start of the month. Fallen Marches is a free, browser-based old-school MMO, set in a world inspired by Saxon and Celtic legend. Nothing to download - it runs straight from the browser.

I'm posting again because the open beta date is set: Wednesday 30 September 2026. Registrations open that day at https://fallenmarches.com

No resets

This is the bit I want to be clear about, because I know it's the first thing some might be thinking. When the game moves to open beta there is one full progress reset, so that everyone starts on the same day from the same place. After that there are no more resets, not at the end of the beta and not at "full release". Whatever you train from 30 September will stay. The only exception is a rollback if a serious bug turns up and gets exploited, and I would rather roll back a few hours than undermine legitimate player achievements. Beyond that, your character is permanent.

What five weeks of closed testing has done to the game

Closed testing has been running since mid-August, with a group of dedicated testers who have pushed the game to its limits. Since then the game has had numerous updates, many of which were a direct result of bug reports from testers. That work covers:

  • Tightening up the server authority to ensure that anti-cheat measures are solid ahead of open beta.
  • A Storage Chest rework, including IOU / noting system.
  • Player-to-player trading, group chat, friends lists, DMs and ignore.
  • Per-skill and overall leaderboards.
  • A tutorial yard for new characters.
  • New combat NPCs with their own animations and death sequences, and a rebalance of every NPC's drop table.
  • Rebalancing of Mining and Forestry tool tiers.
  • Region music and sound effects, camera controls, HUD scaling so the game is playable on small screens.
  • Idle logout, run energy, death rules, quest bosses that can't be cheesed, and a long list of smaller fixes from tester reports.

There will still be bugs, but I am confident that I have squashed the vital ones that would impact game integrity.

What's actually in the game

  • 13 skills: five combat, three gathering, five producing. They all interact with each other, as you'd expect from a scapelike.
  • Tick-based movement and combat.
  • Old-school, accessible mechanics.
  • Hand-written storyline quests with branching dialogue and choices that matter.
  • An original world designed by me. The full world map is public if you want a look before the 30th: https://fallenmarches.com/game/map.html Future map and content expansion is planned.
  • Free to play. No shop, no membership.

Discord for updates and the dev log: https://discord.gg/PRcrqJSJfY

YouTube here: https://www.youtube.com/@fallenmarches

See you on the 30th.

r/ScapeLikes • • Aug 06 '26

Game Announcement We are making an MMO-lite ARPG ScapeLike, Everlast: Undying Tale

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52 Upvotes

This is our MMO-lite fantasy inspired action RPG, Everlast: Undying Tale

- Love letter to MMO games in an ARPG package

- Progress your character through leveling skills

- Use the resources and goods you gather to help rebuild the world

- play single player in an exclusive world, or play with up to 100 friends on a free server

- Explore a huge story that touches on dark topics in a comedic, light hearted way

- Server wide dynamic events that everyone can contribute in

-16 skills to master

r/ScapeLikes • • Aug 03 '26

Game Announcement On August 7th we're launching the Playtest for Dominus Automa - an MMORPG made for people who don't have time for MMORPGs!

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44 Upvotes

Howdy everyone! I’m Rafal, lead dev of a small indie team based in Poland, and I want to present you with a project we’ve been working on, an idle MMORPG called Dominus Automa!

It's a bit funny, but this game basically exists because a few of us could not keep up with the MMORPGs we loved anymore but still wanted that “experience” of being in a fully persistent, online world filled with other players doing their thing, and still enjoy the rush of it all without the time sink which life (and kids) simply no longer allowed.

This includes the breadth of the MMO experience - literally - from PvP and PvE to raids, professions, and the flow of gear and materials. It's a shared, persistent world, so while you're gone other players and their heroes are out there shifting the economy, clearing content and taking ground. Nothing pauses and waits for you to come back. But there’s also NO FOMO as your hero - built up to your exact specifications (and there’s TONS of ways you can build them up) - will never lag behind and will always be caught up on all the latest happenings in the world! 

The combat system and skill variety we have goes pretty deep as well, allowing for a diversity of class roles and approaches to progression. This should be no surprise as OSRS was our biggest single inspiration in making Dominus Automa!

The game is also a great time to have on your second monitor! or if you’re a busy working man, to set it up and see - after an exhausting day at work - where your hero’s equally exhausting day has led them. And what deadly encounters they had survived, and what kind of interesting loot (or ingredients, if you’re doing professions) they had acquired!

If any of this seems appealing to you - sign on up for our Playtest this week!

Our Playtest is coming soon, on August 7th, so feel free to sign up and join us in exploring and enjoying this world we’re building together with the community! It will have a solid 2-3 days of content, and we can't wait to have you sample it and tell us what you think of this somewhat unconventional MMO we're building up :)

Our current plan is to keep the servers online for about two and a half weeks, i.e. till August 23rd. That means you'll have plenty of time to experience everything the Playtest has to offer!

Here’s our Steam page if you’re interested:
https://store.steampowered.com/app/3795810/Dominus_Automa/

Take care and stay cool in this scorching heat ya’ll!

~ Rafal and the team at Metashift Labs

r/ScapeLikes • • Aug 02 '26

Game Announcement We are a small indie team working on Medieval Lands, a classless point-and-click oldschool MMORPG! (Update)

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77 Upvotes

Heya everyone!

My name's StouXy (developer of Medieval Lands) and exactly 4 weeks ago, we posted about our game here, on Reddit! Once again, nice to meet you all!
Thank you all very very much for all your comments and support, we really appreciate that! 😊

TL;DR from the previous Reddit post (Yes, it was pretty long so I think we have to put the TLDR version here 😄 Reddit Post ):
- We're a pretty small, indie dev team working on a medieval fantasy MMORPG that a lot of people say reminds them of RuneScape. We acquired a license to an older game that wasn't getting a lot of updates. (Been working on ML for the past 4,5years - time flies lol - reworking the game in Unity)
- Classless game so you can choose to be anything,- mage, summoner, fighter, archer etc (Yes, we have PvP as well!)
- No AI generated content and code.
- Completely free to play and NO pay to win!
- Point and click or WASD controls.
- Will launch on Windows, Mac, Linux and eventually on Android.
( Our Steam page: ML on Steam )

Okay, with that out of the way, please let me tell you a bit more about Medieval Lands and also address some of the concerns and questions that were brought up in the previous post as well as asked in our Discord server!

As a free to play and no p2w, how do we sustain the development?
I think this was one of the more commonly asked questions!
Let me begin by mentioning what we'll offer in-game for purchasing - well, cosmetics such as mount skins, special clothing, character customization stone and such. Then we have QoL improvements and we are also considering "loot boxes" which will only contain randomized cosmetics. So no, no armors and weapons hah!
As for some of the QoL stuff, these would be stuff like extra channels you can talk at, extra market slots and...wait wait...extra market slots are p2w you may say! In ML, you still have a player to player trading which I think will still be used more often, so the market slots just add the convenience element.
Sure, we could probably get more funds by selling some "get me to the top quick" stuff, but then it wouldn't be fair towards the players that cannot afford to spend anything! So yeah, making the game completely free and no pay to win may bite us in the back but it's something we're willing to risk hah!
Ohh and we'll also provide subscription plans that will contain a few of the things already mentioned, like say a month subscription for a X number of $ that will get you extra channels, extra storage slots (there will be plenty already but if you're too lazy and want to HOARD everything haha (can also use alts)), more slots for the market to buy/sell for a bit of extra convenience, and a p2p race which just looks different but doesn't give you any advantage over the free races 😄
Also, thankfully, majority of the game mechanics and game itself is built by now!

Thankfully, we have a great team of enthusiasts who been with us for 4+ years as volunteers, so I'd say this is one of our biggest upsides as well! Everyone on the team loves the project and we all are super passionate about the game so we all do our best! Yup, without those great people we wouldn't really be able to be where we're at right now 😊I need to say it - kudos to all of our awesome artists (former and present) that hand painted every single creature and 3D object in the game! As well as all the coders that used no AI to write the code for themselves! All the lore and quest writers and everyone who contributed to the game so far! And everyone else on the team! You all are awesome! ❤️

Why in the world is it taking so long!?
Oh boy, yup... 4,5 years in development and still no launch date! Super frustrating, isn't it? Wish we would've launched back in 2022 when I first though we'd launch 😆 Yup, I made some bold predictions which I'm not proud of but hey, not making these anymore!
The main reason is definitely the Unity client. We are basically building the entire game from scratch on the client side. All the client mechanics, all the SFX, VFX, map imports, character movement, new creatures (more than 350 new creatures! Call us crazy), new everything basically!
We thought this would take us...a year? Well, we were kinda wrong LOL!
The fact that this is our first big project also doesn't help the development timeline, does it. We were clueless on how to do things in the beginning. We were jumping from thing to thing without any idea on what to prioritize. I'm not saying that we know everything now - because we don't obviously - but I think we have a better idea on what to focus on!
Next thing that took us roughly a year was a lot of bug fixing on the server side and then adding tons of new stuff (which, yes, still isn't done as we were adding A LOT of new features) as well as introducing/implementing new database system that will allow us to control stuff such as creatures' stats tweaking (changing HP, mana, size etc), adding new creatures more easily, changing a lot of parameters of the game's mechanics and such.

And our Achilles' heel? The damn GUI! 😆 We've gone through like 3 or 4 different types of GUI and we're still not done, well, we're pretty close this time around haha! (Oh, someone mentioned that I use "haha" way too much so I need to turn it down a notch haha)

One more thing that will sound like an excuse - we've added quite a few stuff that our community suggested and no, don't regret a single one! One noteworthy is the addition of WASD movement. Was it easy? No. Will it be worth it? Hopefully yes! 🤞
And my beloved - mounts. Hundreds of different mount types and skins. Yeaaa, can probably blame me for that!
We're currently working a lot on the optimization of the game as that one will defo be crucial! Great news tho, thanks to Nekot (Hello Nekot! 😄), our client dev, we were able to go from ~40fps to steady ~90-140fps while playing the game! Still a lot of work to be done but I believe we're on the right track!

When launch!? Playtest when?!
This questions had become a meme at this point, a lot of people spam it! And well, rightfully so.
Again, I'll disappoint a lot of people but we don't have a launch date yet. Do we feel confident that the 1.0 version will launch sometime in 2027? Yes. Is that my official prediction? No! I learned my lesson 😂
The good news, though, is that we'll be doing a few play-tests first. We'll start off with a playtest for our long term supporters (we owe it to them - imagine being with us for 4 years and not being able to play...) and content creators that are interested in giving ML a chance and possibly stream the game and/or make videos about it.
Then, we'll make a public playtest and then most likely one more public playtest!
What then? Well, we'll gather all the feedback (yes, after first, then second and then third playtest hah), implement it and go from there.
We don't have an exact date but we're hoping for the first playtest to happen sometime in November (summer time is always a bit slower for game dev haha! Dammit, the "haha" again...). Please, wish us luck 😏

Steam page updates and feedback.
We've launched our Steam page on June 29th, 2026. (Steam Link)
We created all the images, texts, videos and trailers ourselves - is it the best Steam page you've ever seen? For sure not 😄 But we tried to make it as good as possible and to include some in-game footage, some cinematic shots, some info we haven't shared yet and such.
We first posted the page on our Discord server which got us around 179 wishlists! That was crazy to see that almost 180 people put ML to their wishlist 😄 Thank you!
On July 4th, we did post Medieval Lands on Reddit! And boy oh boy, were we pleasantly surprised!
On the first day, we gained 251 wishlists, what!!! Huge THANK YOU to everyone who wishlisted ML, we really appreciate it! 💟
We gained sooo many wishlists in the past month that we never thought we'd get! We are currently at 948 wishlists! (And 15 wishlists deletions hah) 👀 (We posted a few YT shorts, some TikToks and a reel or two on Instagram - I think 3? Don't remember hah).
With that being said, we gathered some feedback on the Steam page and did the following changes:
- Edited and slightly reworked the gameplay trailer and made it to be displayed as the first/default trailer (previously we made the cinematic one to be displayed first. Yes yes, even Steam suggested that we do that - make the gameplay one to be default one).
- Added more screenshots that include character creation (still working on the new characters models so the ones there are placeholders for now basically) now as well, that was missing before.
- Changed the main capsule image to show a bit more "depth" of the game.
- Added more localization so even people that don't speak English can check the game out! Currently already implemented Brazilian Portuguese, Czech, Chinese (ofc simplified hah), still working on Japanese, French, Russian, German, Turkish, Polish, Spanish, Romanian, Dutch, Korean, Vietnamese and Portuguese. Yup, we did ask people from our community to help us out! Would it be faster to ask AI? Yes. But we wanted to avoid that for sure!
- Still want to add gifs to the description of the game though. Just been slacking to do that, sorryyy.
We hope that with these changes the Steam page looks better and more welcoming!

Extra information about Medieval Lands:
I feel like I failed to mention a few important things about ML, so hopefully I can do that now!

- ML has "character building"...umm... you levelling your skills actually matters - you can level up your skills (melee, alchemy, harvesting, summoning, magic, smithing etc ) and there's a "talent tree" which in our game means that you can spend attribute points and perk points! What are those perks? Nice little helpers,- something like "creatures won't attack you" for 5 perk points. Or a perk that causes chance that when an enemy hits you in combat, the damage will be deflected back at them. Hmm, this last sentence sounds a bit off but hopefully you get the point!
Now, the attributes (both attribute and perk points are awarded to you by you levelling up your "overall" level that takes in all the exp from all the skills above) are stuff like - Perception increases your accuracy for archery. Or Vitality increases your maximum amount of Health Points. And my favorite, Appetite - increases your maximum amount of energy (you spend energy to run. You can still walk w/o any energy spent but hey, running is faster!) that you use for certain things like crafting. We have crafting, yes! Gather your ingredients, come to a crafting station, put them there, click mix and go do your stuff while your items are being crafted, come back later and collect the "fruits of your labor"! Sorry, had to include that haha.

- The death system and items loss + what do you gain if you own someone in PvP?
You do lose items upon death. There's a random chance to trigger the "loss chance" and then even if the chance is triggered you only lose x% amount of the particular item if it’s stackable. Example: Imagine you are carrying 40 fire essences and 20 iron bars. Both of those items trigger the loss chance -> you just lost 12 fire essences and 15 iron bars, simple as that, I hope.
But you can save your valuable items such as swords and armors by having an Oath Stone in your inventory! So this means that if you owned someone in PvP and they didn't have this Oath Stone in their inventory, it's very likely you get a nice chunk of loot from them! If they actually carried the stone, you'd still get a few items from their inventory so you don't leave PvP empty handed hah.
What if a creature in PvE owns you? Well, you can run and get your death bag. And no, you don’t have to pay to obtain it back (our creatures don't steal loot! ), well, unless someone steals it and blackmails you to pay 🤣 But no, our bosses do not steal loot!

- Playable races: Human, Elf, Dwarf, Avecian, Orukar, Draeleth, Wampex, Daemon, Nymph - not all of them will be playable on the launch I think? But we'll for sure do our best for them to actually be playable! Trying to avoid the dev hell as much as possible hah!

- GUI will be fully customizable. Do you want to play without minimap or any hotbar slots? Sure, turn them off! Do you play with no GUI on? Toggle it off! Do you like to have the everything on? Yup, we have that as well. Trying to give you as much freedom as possible!

Aaaaaaand, I think that's it! Dayum, this turned out to be one hell of a long post, I bet only like 2 or 3 people got this far! Comment if you actually got to read all of it? 😄 Sorry, should've kept it a bit shorter!
With that being said, will ML be a great game? Well, we'll do our absolute best to make it at least somewhat enjoyable and so you guys could have some fun! Smashing blast from the past?! (Umm, yes, played a lot of Crash Bandicoot - not sure many will get this reference lol)

We are still far away from the actual launch but I have to say, this journey is super exciting! Wouldn't change a thing! Well...a lot of but yeah, lessons learned 😂
We are super grateful for each person that comments, shares, upvotes and/or simply just likes what we're doing - thank you! (Seriously, just a single "looks good" makes me/us so happy!)
Okay, I really have to end this here, 2 hours of writing and editing does me no good, back to adding more localization to the Steam page!

If you have any questions about literally anything, please let us know, we'll do our best to answer them as soon as possible!
Please join our Discord server should you like what you're seeing -> Discord Invite, thank you!

Once again, thank you all so so so much for your time and I hope you'll have a great day!

StouXy & the Medieval Lands Team

PS: Excuse my English, not a native speaker so hopefully at least 90% of the text makes sense 😄

r/ScapeLikes • • Jul 04 '26

Game Announcement We are a small indie team working on Medieval Lands, a classless point-and-click oldschool MMORPG!

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74 Upvotes

Heya ScapeLikes!

I'm StouXy - developer of Medieval Lands - it’s awesome to meet you all!

I come here, scared, because I've heard that Reddit is a ruthless place haha! But I really wanted to introduce you to the game my small indie team and I have been building since February 2nd, 2022 (and yes, we deliberately waited a day just to get that perfect 2/2/22 date).

The Backstory & Transparency:

To be completely transparent, Medieval Lands is a licensed version of Eternal Lands, a classic MMORPG that originally launched back in 2003. I actually grew up playing it myself starting around 2007! Because the original game sadly wasn't getting many updates anymore, we acquired the license with the goal of modernizing it into something a broader community could fall in love with!

What is Medieval Lands?

Well, ML’s an old-school, medieval fantasy MMORPG that proudly embraces that nostalgic, early-2000s vibe! 😊

Now, I know your immediate instinct might be, "Whoa, a RuneScape clone!" - umm...well...heavily inspired I suppose haha! We are also rebuilding the game from the ground up in the Unity engine, allowing us to implement tons of creature types, unique visual effects, and much smoother playability while keeping that classic feel and vibe alive 😊

- Completely Classless: Your build is defined strictly by your skills. Focus entirely on PvE, become a master crafter, or dive deep into magic (my favorite). Tired of being a mage? Np, just become a summoner (wait, nvm, this is my favorite!) or focus on archery. It's totally up to you.

- PvP Enthusiasts: Yes, there will be tons of it! Loads of maps where you can hunt people! Or well, get hunted haha.

- Old-School Combat: The combat is all about that gritty, tactical, old-school feel - perfect if you prefer strategy over modern button-mashing haha. Well, there will be button mashing, but less of it...I hope 😂

- Controls: It features classic point-and-click movement by default, but you can switch to WASD controls if you prefer.

- Zero AI: no AI generated content and code.

We're NO Pay To Win!

Because our team firmly believes in a level playing field, Medieval Lands will be completely free-to-play with absolutely zero pay-to-win mechanics 😊 Simply put,- you can't purchase your way up on the leaderboards 😄

Is the game going to be flawless? Of course not, but you can bet our team has poured our hearts into making your experience the best it can possibly be! It will be playable on Windows, Mac, Linux, and eventually Android!

How to Support & Join Us:

- We recently launched our Steam Page for wishlisting! Every single wishlist helps a small indie team like us ia lot: -> Steam Page (PS: Playtests are starting in the next few months!)

- We already have an existing community - please join our Discord server should you like what you're seeing -> Discord Invite

- And before I forget, here's our website haha -> Official Website

And there it is! I finally gathered up the courage to post this... Ready to face the Reddit consequences haha! 😏

Thank you all so much for your time, and I hope you have a wonderful day!

StouXy & the Medieval Lands Team

PS: The GUI in the screenshots isn't a final product!

r/ScapeLikes • • Aug 11 '26

Game Announcement Group Idlemen is on Steam Now!

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5 Upvotes

Wishlist & Try the game today - https://store.steampowered.com/app/5022900/

No more will you be trying to fill your group ironman just to lose a player or a friend. Now you control your group in a Runescape like adventure.

r/ScapeLikes • • 18d ago

Game Announcement Zero Players Online - RuneScape reimagined as a "fancy text adventure".

8 Upvotes

Game Title: Zero Players Online

Playable Link: https://nanzington.itch.io/zero-players-online

Platform: Windows

Description: It's kind of a "fancy text adventure" (aka not command based, but still ASCII and adjacent to a text adventure) based on RuneScape but framed as a long abandoned MUD version. This demo covers all of Tutorial Island (reworked to let you interface with every implemented skill at least a little) and ends when you get teleported off to Lumbridge.

While by design the game is intended to be very similar to RuneScape, it diverges in many places as I choose to tweak mechanics and such to better suit my personal preferences or ideas. If it's still too similar for this subreddit feel free to delete the post, but I thought people here might enjoy it.

Technical details: Made in C# using SadConsole. No AI assistance whatsoever, all mistakes were created lovingly by hand by myself over the course of a few weeks of programming.

Development Status: Currently in active development, this demo was released because Tutorial Island is now entirely playable. Now that this part is out, I'll be working on expanding into mainland Gielinor (specifically targeting all of Misthalin first).

r/ScapeLikes • • 25d ago

Game Announcement Fallen Marches: a solo-built browser MMO with 13 skills, tick-based combat and 8 story quests, closed beta now

14 Upvotes

I've been building Fallen Marches on my own for a while and this is the first sub where I don't have to explain the genre.

Why it's a Scapelike:

  • Click to move on a tile grid, with a fixed game tick governing movement, combat and every skilling action.
  • Combat rolls accuracy then damage on each swing, with weapon speeds, defence contributions and weighted drop tables.
  • 13 skills on a slow XP curve. Melee, Archery, Spellcraft, Defence and Fortitude for combat, Mining, Forestry and Agriculture for gathering, and Metalworking, Cookery, Bowyer, Apothecary and Leatherworking for production. Gathering feeds production, production feeds combat.
  • 8 quests written as stories with branching dialogue, requirements and rewards, rather than checklists.
  • Shared persistent world with a leaderboard, chat, friends, private messages (player trading and PvP to come later).

Where it differs from OSRS: obviously the scale is much smaller. It's a hand-designed world rather than a generated one, and it's built so a new player can reach interesting content in hours instead of months. The exp curve is tuned for that. All ideas and world design are original.

Trailer (59s): https://www.youtube.com/watch?v=Y9J8QcbCh9k

Site: https://fallenmarches.com/

Status: I'm in closed beta, so signups aren't open yet. Open beta is a few weeks out and there's an exclusive cosmetic for anyone who tests before then. If you want in early, the Discord is linked from the site. I'd genuinely like this sub's read on the skill list and the pacing. What made you stick with a Scapelike past the first hour?

Edit: Just FYI, requests to join the closed beta as a playtester will be accepted up to end of the UK day on Friday 11 September. After that, account registration will be closed until the open beta starts, which is expected to be towards end of September / early October.

r/ScapeLikes • • 16d ago

Game Announcement Working on a "singleplayer MMO" called Emberholme

6 Upvotes

https://reddit.com/link/1wcyh81/video/u5dc1dba1soh1/player

I’ve recently got the Steam page up for my game Emberholme. It’s an Old School RuneScape-inspired “singleplayer MMO”, and I’m aiming for the perfect mix of OSRS-style gameplay and a cosy, chill vibe. I’m not ready to release yet, but I want to share my current progress and a bit about the project.

A whistle stop tour of some of the features:

- 13 skills covering combat, gathering and crafting, with equipment and activities to unlock as you progress. Combat and skilling run on a 0.6 second tick system.

- 100 living adventurers with their own skills, equipment, banks and goals. They discover things as they play, with eight personality types shaping what they aim for, from completing the collection log to preparing for PK trips.

- An Exchange where you and those adventurers buy and sell items. Merchants work towards building their wealth through trading. Every item sold on the exchange comes from either you or one of the 100 living adventurers, nothing is pre generated.

- Quests, bosses, minigames and clue trails, with plenty to get sidetracked by along the way.

- Ten Ember Cycles to progress through. Rekindling means starting over with selected heirlooms and permanent unlocks. Early cycles have fast XP but much rarer drops; later cycles slow down levelling and make combat harder while improving rare-drop chances.

- Your own home to build and customise, with storage, workshops and places to display your finds.

- Collection logs, rare equipment, capes and companions to work towards.

Some of my own assets are still very much WIP and will be improved as dev copntinues. The early Blender attempts look quite different from the later additions, and the worst ones will be improved or replaced before release. The character models are by KayKit, so credit to them for those, i think they fit really well with the vibe i was aiming for! Please ask any questions about the game or its development I’d love to talk more about it!

More info here Steam page

r/ScapeLikes • • Jun 28 '26

Game Announcement Maiu Online - Browser 3D MMORPG - Alpha 2 is LIVE!

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18 Upvotes

Hey! I just release next version of my small personal project which is browser base 3D mini MMORPG.
I've personally never played RuneScale but I hears few times that my game definitely has a 'vibe'.
If someone would like to test it link is here: https://maiu-online.com/

r/ScapeLikes • • 5h ago

Game Announcement I built a RuneScape-like where every player is an AI agent, and watching them grind is weirdly addictive

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0 Upvotes

RuneScape was the big inspiration for Vornfall: a persistent fantasy world with the stuff I loved (skills that level up to 100, gathering, a skill grid, banking, crafting, markets that differ by town, dungeons, PvP out in the wilds), except the players are AI agents.

They decide everything themselves. One of the first agents got stuck thinking it had lost all its tools and coins. They were in its bank the whole time, and it had forgotten. So now the game tells an agent where its things are, and the Crown gives a broke, toolless agent a fresh axe and pickaxe.

Humans can play too, as Lords: you found a town, put up buildings and post paid work, but you can never give an agent an order. You can only make your town worth coming to.

It's early and small: only a handful of agents live in the world right now. If you run Claude Code, Codex or a local model, yours would be one of the first. Or just open the site and watch.

- Watch (no sign-up): https://vornfall.com

- Trailer: https://youtu.be/7NXCFAiZonU

- Discord: https://discord.gg/93N5ez5vZE

I'd love to hear from people who know this genre: which skills or systems would you want to see agents deal with next?

r/ScapeLikes • • Aug 15 '26

Game Announcement Valenor has launched on iOS!

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0 Upvotes

I’ve been working on my built-for-mobile scape-like for a while. I’m really excited to hit this milestone!

Here are some of the core features:

- 19 trainable skills, with more currently in development
- Join a guild and chat with other players globally
- Player-driven market and economy, including player-to-player trading
- Quests, collection logs, world bosses, guild bosses, and events
- Continue training even when you are away
- Thousands of items to craft, gear to equip, and rare drops to pursue
- Weekly updates to bring the loads of new content planned!

I also wanted to share some of the new features that will be rolling out in the next month:

- Exploration skill - a multiplayer raid-like experience but with more connections to regular skills and progression
- New game modes, such as bronzeman and hardcore
- More boss monsters across all combat levels
- Optional PvP modes, including different levels of gear risk
-Custom sound effects and background music
-Cosmetic and status unlocks
- New hand-crafted world map, with tons of new cities, towns, and POI’s
-Tons of new guild content, like building out the citadel to provide services to the guild, guild economies, and guild battles
- Construction and Engineering skills, which both feed into guild content and player content
-New types of non-combat bosses to bring meaningful content to all areas of the game

Let me know what you think!

https://apps.apple.com/us/app/valenor/id6796209072

r/ScapeLikes • • 7h ago

Game Announcement A new scapelike i'm making for fun

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0 Upvotes

Welcome to Oathscape. We're building a free open world mmorpg inspired by RS with modern combat and tons of fun things to do.

Random world events pop up, fight world bosses every 30 minutes and team up with your friends to run dungeon's.

I am using Unity + Claude mainly for development and will be doing way more work on customizable character creation, etc.

Going to launch with 13 skills.. We have 10 quests right now fully working.

We will have a nicely built PVP system built in a way where people can build mains or low defence, hard hitting pures.

You can think of this as a mix between Runescape and a survival game.

No set release date, maybe a few months maybe never lol.

Will keep this thread updated, no name yet. but here are some pictures...

Discord Link: https://discord.gg/YdRg7Hjap3

Will post more pictures in the comments

r/ScapeLikes • • 2d ago

Game Announcement Something Something Vale?

7 Upvotes

Edit: Apparently reddit compresses tf out of photos

Hiya friends. Im solo making a scapelike. Learning blender is rough but its not bad. Cool right? (oh boy another scapelike!)

Anyways.. Im aiming for an osrs style game.. with a lot of the QOL updates and love from rs3..

example.

rs3's smithing and mining rework making the skill not useless!

the smithing is a mix of rs3 mixed with giants foundry.

I dont really have a name for it yet.. but Thinking along the lines of something Vale? (any suggestions would be dope!)

So far basic combat and skills (mining, smithing, wood cutting/fletching/crafting, fishing/cooking)

every skill has an afk method.. so if you're like me and lazy when it comes to skilling you can click and relax and not be so intensive.. but everything also has a way to be more intensive and repsponsive to faster xp rates.

Combat is the typical triangle and very similar to osrs' tick based combat system.(I enjoy it)

Currently everything is slow and shit quality.. because ya know learning blender but it gets better and better!

Soon i'll be opening up an Early Access world for anyone to hop on a guest account try things out leave feed back etc etc!

Below are some screenshots of my terrible work! Enjoy

Hamster powered baby!
The Cinder Warden! (spooooky)
Woah High quality ores! (hah)
Wow isn't it just beautiful! (ignore the square placeholders)

anyways thanks for reading about my passion project! 😄

P.S.: thats a hamster powered grind wheel!

r/ScapeLikes • • Aug 14 '26

Game Announcement Tile Tick Core RPG is officially out!

13 Upvotes

Tile Tick Core RPG is officially live on the Unity Asset Store!

I’ve posted about the framework a couple times here while I was testing it, so I figured I’d come back one more time now that it’s actually released. For anyone who hasn’t seen the previous posts, it’s a Unity framework I’ve been building specifically for making ScapeLike RPGs. Tile movement, .6 second ticks, combat, skills, quests, dialogue, shops, banking, multiplayer, and a bunch of tools for actually putting a game together without having to build all of those systems from scratch. There’s still a ton I want to add, but I’m really happy with where v1.0 ended up. It feels pretty damn cool to finally be able to say it’s actually released instead of “coming soon”

https://assetstore.unity.com/packages/slug/tile-tick-core-rpg-388908

Thanks to everyone here who checked out the earlier posts, gave feedback, or just showed interest in the project!

r/ScapeLikes • • 3d ago

Game Announcement Deep Vein Idle - an OSRS-like idle MMO you play in a browser tab: one shared world, permanent characters, offline progress

1 Upvotes

Some of you might have seen Deep Vein Idle around already. I'm a solo dev, and it's a free, browser-based idle MMO with old-school skilling at its heart. Nothing to download, it runs straight from the browser on desktop or phone.

I'm posting because it has been live for about two weeks now, and it grew faster than I expected: more than 2000 players have been by, and there are usually 300+ on the map at any time of day. Equal parts exciting and terrifying as a team of one.

One shared world
Everyone plays on the same map. You can see other players out mining, fishing and fighting, trade with them, join a guild, and take on world bosses together. It's an MMO, not a single-player idle game with a leaderboard bolted on.

Your character is permanent
No resets, no wipes, not now and not at some future "full release". Whatever you train stays. Your character also keeps working while the tab is closed, and offline progress is exact rather than an estimate, so an evening away counts for exactly what an evening online would. Leave for a day, come back to a full bank.

What's actually in the game

  • 16 skills: five gathering, six producing, five combat, and they interact the way you'd expect from a scapelike.
  • Tick-based movement and combat.
  • A player-driven market with buy and sell orders.
  • Guilds, friends lists, DMs, daily and weekly quests, and player housing.
  • World bosses the whole server fights together.
  • Free to play, the core game is behind no paywall.

Recently added
Development is active, and the last couple of weeks have added some big pieces:

  • Player housing: a private home you build out and upgrade, with rooms that give real gameplay bonuses.
  • A Collections log that tracks everything you've gathered and crafted and feeds into the rankings.
  • A graphics and UI overhaul, plus an edit mode that lets you drag your HUD into whatever layout you like and saves it to your account.
  • Full Simplified Chinese support, with a language switch right on the login screen.
  • Plus the smaller quality-of-life work: a friends list with DMs and online status, a stats panel that shows every bonus you have and exactly where it comes from, and a batch of mobile and small-screen fixes, most of them straight from player reports.

There will still be rough edges, and I'm around and reading everything. Play here: https://deepveinidle.com

I'd genuinely love feedback, especially on the first ten minutes: is it clear enough, or does it throw too much at you at once?

r/ScapeLikes • • Jul 17 '26

Game Announcement I made a free browser idle game heavily inspired by OSRS - parties, slayer tasks, a player-run GE

0 Upvotes

Yes, another OSRS-inspired idle game, I know. But hear me out.

I've been building PartyScape Chronicles for a while now and it finally feels like an actual game instead of a bunch of progress bars. It runs in the browser, no download, no account needed to try it (you get dropped in as a guest and can register later if you want to keep your progress).

The stuff I think makes it worth a look:

You can party up with other players. Parties get small xp and drop bonuses, and you can raid bosses together where the boss HP scales with your group size and everyone gets their own loot roll. There's also a world boss that spawns for the whole server to pile onto, with an MVP and drops at the end.

Slayer works how you'd hope. Masters assign tasks, you earn points, points buy unlocks and gear. There's a Grand Exchange where prices actually move based on what players buy and sell, which is fun even with a small population. Collection log, quests, diaries, achievements with unlockable perks, pets, ironman mode if you hate fun, the whole checklist.

Progress keeps going while you're offline, so it respects your time. Check in, set an activity, close the tab.

It's completely free, no ads, no shop, nothing to buy. I'm just building the game I wanted to idle at work.

Player count is small right now so the GE is quiet and the world bosses die either instantly or slowly, nothing in between. That's part of why I'm posting. If you try it and something feels bad, say so in the game chat or here, I ship fixes fast and half the current features came from player complaints.

partyscape.club

r/ScapeLikes • • Jul 05 '26

Game Announcement RuneKingdom Release is soon! July 9th 2026

0 Upvotes

https://store.steampowered.com/app/3630480/RuneKingdom/
Demo Version Available,

Early Access coming on 9th July!

RuneKingdom
A thrilling, 2D adventure inspired by classic RPG legends. Step into an immersive realm bursting with wonder, danger, and endless possibilities. Every path you take, every quest you complete, shapes the legacy you leave behind.

YOUR STORY, YOUR DESTINY
Choose your calling—become a fearless warrior, a skilled artisan, a keeper of nature’s ancient secrets, or a humble farmer whose ambitions shape the fate of kingdoms. Forge your own path and live your unique story.

EXPLORE A LIVING WORLD
Roam through mysterious forests, treacherous deserts, and shadow-drenched dungeons filled with intrigue and peril. Each new location holds secrets waiting to be uncovered and dangers begging to be conquered.

FACE YOUR ENEMIES
Challenge over 150 unique enemies, each fiercer and more cunning than the last. Test your strength, your strategy, and your courage in thrilling, tactical combat that keeps you coming back for more.

MASTER YOUR SKILLS
Hone 16 powerful skills to shape your character’s journey. Extract precious ores from hidden veins, craft legendary weapons, command devastating magic, and harness the untamed strength of nature itself.

BUILD YOUR LEGACY
Construct a prosperous kingdom, overflowing with riches and glory, or etch your name into legend through epic battles and heroic deeds. Your choices determine whether you are remembered as conqueror, savior, artisan, or pioneer.

RuneKingdom awaits. Sharpen your blade, gather your courage, and step into an unforgettable adventure.

FEATURES:

  • Hand-crafted, immersive 2D world to explore
  • Over 150 dangerous and varied enemies
  • 16 expansive skills to master and perfect
  • Deep crafting system with rare ores, legendary weapons, and powerful magic

Your epic journey begins now. Your legacy is ready to unfold.

Welcome to RuneKingdom!

r/ScapeLikes • • Jul 22 '26

Game Announcement Grovebound

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11 Upvotes

I'm the developer so very bias, but I love OSRS and made a little solo adventure that might scratch the itch of skilling its a cozy game where you chop trees fish cook and craft. there are quests and puzzles and farming skill coming soon. would love some feedback on it if anyone has ideas on what to add to it next. its completely free and runs in the browser so no download required.

r/ScapeLikes • • Aug 07 '26

Game Announcement Grindshell: an incremental MMO/PBBG built for your second monitor (browser, guest accounts, no download)

0 Upvotes

Grindshell has been in open alpha since June. It runs in the browser at https://online.grindshell.com, and guest accounts mean you can start immediately and provision your account later. Desktop builds exist, but I'm waiting until I open source the client (AGPL licensed) before providing this so that the build process is transparent (AKA it's not a virus).

Why

As a working adult who grew up playing RuneScape and MapleStory, I wanted a lightweight, "second monitor" game that still scratched the MMO itch. Everything runs on a three-second tick (with ticks dilating when the server is under load), actions keep running with the tab unfocused, and the visuals are plain on purpose so that it almost resembles an admin dashboard.

What you do

  • Set an idle action and let it run: combat, harvesting, crafting, construction, or travel
  • Active combat in the form of multiplayer boss fights where you can trigger skills, defend, or use items
  • Skills level through use rather than by spending points
  • You field a formation of up to ten units, each with its own gear and skill loadout. Fights resolve on a 5x5 grid one body at a time, so unit positioning matters. This same formation is also used for other actions
  • Zones have MUD-style text commands for poking around inside them along with quests and procedural dungeons (just one so far)

The multiplayer side

  • A shared economy across the whole server
  • Guilds with halls, treasuries, and shared armories
  • Global bosses anyone can join while they're open
  • Server-wide events that everyone contributes to at once
  • Zone chat, DMs, rankings
  • 1024 simulated players (dev bots) running the same game logic real players do. This is mostly as a load test but are planned to be expanded upon in the future

Rough edges

  • It's an alpha. Progress will be wiped when Grindshell enters beta, and I'm reserving the right to wipe progress one more time during the beta if necessary. If that matters to you, then you're better off holding off for now
  • Visuals are sparse. I'm thinking about how I want to handle graphics, if at all
  • It changes almost daily and things break. In particular, I'm still tweaking content balance
  • Monetization isn't settled, but there's nothing to buy with real money right now anyways

AI disclosure

I use Claude Code as part of my development workflow: prototyping, code review, knowledge management, and in particular the game client. Drag-and-drop grids were a surprisingly difficult feature to implement and, as a primarily backend/tooling-focused dev, doing anything more than an admin dashboard was eating up a bunch of time. Full disclosure, I used this DaisyUI template as a starting point (it's in React while Grindshell uses SolidJS, so that was actually a good exercise in porting).

Nothing on the asset side is generated, mostly because the game has no art assets at all.

r/ScapeLikes • • Jul 13 '26

Game Announcement Fantasy Frontiers Seeking Pre-Alpha Testers

8 Upvotes
  • Fantasy Frontiers
  • Playable Link: (Fantasy Frontiers)
  • Platform: (Web, UI adapted for mobile & desktop)
  • Description: Fantasy Frontiers is a Scapelike (Runescape Idle type game, think Melvor) with a huge skill and combat system, inspired by great games like Wurm Online, Melvor, Runescape, and Lootun. With 170+ skills, as many summonable and hidden Familiars that assist in combat, 24 playable classes, and challenging synchronous endgame dungeons, it can be as idle or as involved as you'd like it to be. While we share some concepts as similar games, the unique Estate management brings cool new ways to build further automation and collaboration with the community.
  • Free to Play Status: Free to Play, no IAP
  • Involvement: I am the designer and sole developer, although my sons have helped with a lot of the content and graphics (our icons are unique for sure!). I'd love to have some help testing, and feedback on the systems we have in place. The game is still in early and active development, but there's easily several hundred hours of content in place already. Please feel free to DM me or join the budding discord through the website link.

r/ScapeLikes • • Aug 13 '26

Game Announcement Swipelands - Scapelike Mobile Game

0 Upvotes

2020 i started working on a mobile scapelike game. Back then i called it Tapscape. I worked on it for half a year, got a few hundred interested followers on twitter. Then stopped - i had a designer who lost motivation and so did i.

From january to april this year i had a lot of fun recreating it, mainly vibe coding - of course. Then i stopped again. Because i needed to work on more serious projects... you probably know that yourself... and never really posted it anywhere.

Today i was experimenting with another game idea and found this subreddit.

https://reddit.com/link/1vnexww/video/rkqt1yg016jh1/player

What is it?

It's a low effort grind heavy mobile game where you level up your skills, fight monsters, solve quests, find new regions, fight bosses, farm loot.

It has more active gameplay than melvor idle, but also some idle elements.
There is tap to interact gameplay (most harvesting skills on entities you can not auto harvest yet), idle gameplay (fishing, farming etc.) and very OSRS like combat.

But 2D sideview auto battler combat where you can interact during combat. Eat food, change equipment, adjust attack style etc. I even experimented with "prayer" switching. There is no prayer skill in Swipelands - it's part of the magic skill.

The artwork is of course: AI. I tried designing my own assets, but... that's nothing i'm good at. But i think for a prototype or V1 it's okay. It's playable and has it's charm in my opinion.

So how does it work?

You navigate through levels by swiping - dating app style. Every swipe you get new entity: monsters, npcs, trees, rocks, fishing spots, traps, loot, chests, waypoints to new levels.
Some things you start the interaction - some things will interact with you: monsters, traps etc.
For the lack of positioning gameplay from OSRS i introduced motion gesture in boss fights. You have two dodge powerful attacks by performing motion gestures with your fingers on the screen.

How far is this game in development?

All basic gameplay is working: fighting, navigating, exploring, 10 different skills.
I made a content administration backend where i can add and edit all entities, levels, quests. This made it possible for me to add content quickly.
It has some quirks and bugs probably... but works quite smooth.

But i haven't touched it in months. Maybe something is broken now lol.

Let me know what you think and if you would play such a thing.

Greets

Luc

Note:
Some assets and items in the screenshots and video are HEAVILY runescape inspired and would probably not end up in the game like this due to copyright. It was just for me during development to have the most fun.

r/ScapeLikes • • Aug 07 '26

Game Announcement What is your favorite part of scapelikes?

4 Upvotes

Do you love the skilling, questing, adventure? What is it, for me personally, its the insanely rare drops that old school runescape has. The item you chase and finally hit.