<< PUBLIC_OPS

ALPHARMD // TEXT_OPS

MULTI_USER_DUNGEONS · INTERACTIVE_FICTION

DIKU_LINE

COPENHAGEN 1990 · C · LEVELS, CLASSES, COMBAT
CIRCLEMUD DESCENDANT · LIVE
TBAMUD THE STOCK WORLD MOST PEOPLE MEAN BY "A MUD"
MERC → ROM 2.4
ROM_2.4 // BUILDING THE COMBAT MODEL EVERYTHING AFTER IT COPIED
MERC → ENVY → SMAUG
SMAUG // BUILDING THE KITCHEN-SINK BRANCH. PLANES, CLANS, DEITIES
Three cousins rather than three games. Diku forked early and hard, and the differences between these are the reason the genre has an argument about which one was best. tbaMUD is the one to start with — it is the only engine here that arrives with a finished world.
LINEAGE:DIKUMUD 1990

LP_LINE

LARS PENSJÖ 1989 · DRIVER + LPC LIBRARY
FLUFFOS DRIVER · DEAD SOULS LIBRARY
DEAD_SOULS // BUILDING BUILDERS WRITE CODE, NOT CONFIGURATION
A different idea entirely. Diku compiles a world into the binary; LP ships a driver that compiles LPC source at runtime, so the game can be extended while it is running. The room you are standing in is a program.
LANGUAGE:LPC

MOO_AND_MUSH

THE WORLD IS BUILT FROM INSIDE IT
LAMBDAMOO + JAYSHOUSECORE
LAMBDAMOO // BUILDING THE DATABASE IS THE PROGRAM
TINYMUD LINE · SOFTCODE
PENNMUSH // BUILDING SOCIAL AND ROLEPLAY RATHER THAN COMBAT
Neither of these has monsters to kill. Everything is an object, players program the world from within it, and there is no separate source tree to deploy — you build by typing at the prompt. Nothing else here works remotely like it.
PARADIGM:IN-WORLD PROGRAMMING

MODERN_ENGINES

STILL MAINTAINED · STILL BEING WRITTEN
JAVA · LIVE · ENGINE ONLY, NO WORLD YET
COFFEEMUD THE MOST FEATURED ENGINE HERE — WORLD TO COME
PYTHON · DJANGO + TWISTED · LIVE
EVENNIA THE ONE BEING BUILT OUT BY HAND
NODE.JS · FRAMEWORK, NOT YET A WORLD
RANVIER // BUILDING ENGINE RUNNING, CONTENT BEING WRITTEN
Evennia ships its own browser client and connects direct. Everything else on this page goes through a shared websocket-to-telnet bridge — one gateway, not one per game.
ENGINES:3 LIVE / 9 PLANNED

INTERACTIVE_FICTION

SINGLE PLAYER · Z-MACHINE IN THE BROWSER
CROWTHER & WOODS 1976
COLOSSAL_CAVE // PENDING THE ONE THEY ALL CAME FROM
INFOCOM GIVEAWAY EDITION
MINIZORK // PENDING DISTRIBUTED FREE BY INFOCOM ON CASSETTE
FREELY-LICENSED MODERN IF
STORY_LIBRARY // PENDING CURSES · PHOTOPIA · ANCHORHEAD · MORE
The interpreter is a Z-machine written in JavaScript, so the story runs entirely in your browser and this server only hands over the file. Everything published here is redistributable by licence — which is a different question from whether I own a copy.
INTERPRETER:NOT YET INSTALLED

BRING_YOUR_OWN_CLIENT

MUDLET · TINTIN++ · BLIGHTMUD · MUSHCLIENT
The browser client is convenience, not the whole offer. Every game above is an ordinary telnet service, so a real MUD client — with triggers, aliases, mapping and a scrollback that survives a refresh — works far better than a web terminal.

HOST and PORT per game are listed on each game's connect screen. GMCP and MSSP are enabled where the codebase supports them, so mappers and status listings work.
SETUP
CONNECTION_GUIDE MUDLET · TINTIN++ · BLIGHTMUD · SYNCTERM
STATUS
DIRECT_TELNET // PENDING SEE NOTE — THIS ONE COSTS SOMETHING
Direct telnet needs an inbound port, and this site currently has none — everything reaches you through an outbound-only tunnel. That property is worth more than the convenience, so it is a deliberate decision rather than an oversight.
LATER
BBS_SYSTEM // COMING_SOON ANSI ART, MESSAGE BASES, DOORS, FILE AREAS
PROTOCOLS:TELNET · GMCP · MSSP
Nine engines · one per branch of the family tree · each pinned to a single node because a world cannot be load-balanced RICHARD_DAVIS