r/PBBG

▲ 2 r/PBBG

Idle mmorpgs that have a party system

I'm looking for something to play similar to milky way idle that has a party system where you can progress with friends

reddit.com
u/Future_Gene2593 — 18 hours ago
▲ 3 r/PBBG

PBBG with API

Other than Torn City, are there PBBGs with an API? I've been having fun playing around with scripting so I wanted more options :)

reddit.com
u/Purl_stitch483 — 16 hours ago
▲ 1 r/PBBG

HABBARG - A Classic Habbo Retro focused on the 2009-2011 experience

Hey everyone!

After a long time working on it, we're finally getting ready to launch HABBARG, a brand new Habbo Retro focused on recreating the golden era of 2009-2011 as faithfully as possible.

Our goal isn't to reinvent Habbo. It's to bring back the feeling many of us grew up with.

Here's what you can expect:

  • Classic 2009-2011 client
  • Classic furniture catalog
  • Classic clothing and hairstyles
  • Credits as the only currency
  • Habbo Club
  • Weekly Rare releases
  • Original room layouts and navigation
  • Active trading economy
  • Events and community activities
  • No pay-to-win gameplay

We want progression to feel rewarding whether you're a free player or someone who decides to support the hotel.

Every new account starts with Credits, and you can continue earning them simply by playing, participating in events, and being part of the community.

Our philosophy is simple:

  • Build.
  • Trade.
  • Chat.
  • Meet people.
  • Relive the classic Habbo experience.

If you miss the days of Habbo around 2009-2011, we'd love to have you with us.

We're currently building our community before launch, so everyone is welcome to join us early.

https://preview.redd.it/2ohatsoc0abh1.png?width=1045&format=png&auto=webp&s=9eec4ae08acb0d86dd88303013c689c3f8ed65cd

https://preview.redd.it/0mugexrb0abh1.png?width=1084&format=png&auto=webp&s=ec507ba7f9be347d2cd8fd9bfccfedfd7e7bf078

https://preview.redd.it/7fcrgnna0abh1.png?width=918&format=png&auto=webp&s=0aad240770f0c653276686280fa63542aa899862

https://preview.redd.it/4ffd0gn90abh1.png?width=1024&format=png&auto=webp&s=56311584c954676e3f1c60befdbafaf9770b4ad3

https://preview.redd.it/3m5oi8n80abh1.png?width=881&format=png&auto=webp&s=f98a4493f31081c42f7eb2b2473176ac7fb18ddd

Discord: https://discord.com/invite/CJX3VsXdHa

See you in HABBARG! ❤️

reddit.com
▲ 22 r/PBBG

One week after ExoSiege Playtest 2: 492 accounts, 19.9k army movements, survey results, and the first early-game patch is live

ExoSiege is a free browser-based persistent strategy MMO / PBBG inspired by OGame, where every player is trapped on one giant living planet, extracting its body, building territories, raising armies, and surviving PvE threats while the game keeps progressing offline.

Last year, around 350 players joined the first open playtest, broke the economy, exposed race conditions, and made it very clear that the foundation was not ready yet. One week ago, Playtest 2 opened. This time, the important part is: the game is holding.

The first week in numbers:

  • 492 accounts on the leaderboard, inlcuding guest accounts
  • 130 active players in the last 24 hours
  • 199 active players in the last 3 days
  • 19.9k army movements
  • 1.2M units dispatched
  • 1.5k combats
  • 54 alliances
  • 175 linked Discord accounts
  • 1.3k alliance chat messages
  • 159 early pacing survey answers
  • 116 first 48 hours feedback answers

The current top player is already above 5,600 score, the leading alliance Donkey Cult sits at 16,500+ with 3 members. The playtest still runs until at least October 31, so this is still the very beginning.

The best part for me was seeing the world become active again under normal conditions: alliances forming, old testers returning, new players asking questions, people comparing routes, reporting bugs, discussing balance, and treating the game like an actual place.

The surveys were maybe the most useful part.

Across the first week, 159 players answered the early pacing survey and 116 players answered the more detailed first 48 hours feedback survey. The overall picture was very clear:

  • 60% said their first impression was good and they wanted to keep playing
  • 40% were mixed or unsure
  • 0% picked the negative first-impression option
  • 59% said the speed in the beginning felt just right
  • 38% said the speed in the beginning felt too slow / 3% too fast
  • 42% said the overall game speed felt just right
  • 57% said the overall game speed felt too slow / 1% too fast

The happiest technical result for me: 0% reported major technical or performance problems. 77% reported no problems at all, and the remaining 23% reported minor issues like map jank, mobile UX rough edges, UI polish and other smaller stuff.

So the foundation held, but the early-game lesson is clear:

Players generally like the game, but the beginning needs to provide more agency.

The roughest points from the feedback were resource progression, too much waiting, combat clarity, map / movement, and early points of interest that appeared on the map before players could meaningfully interact with them.

That last one was especially useful feedback. The living planet is supposed to feel active, but if your nearby map fills with traders, hostages, support services, or other content you cannot use yet, it can feel like being locked out of the interesting parts.

So today, July 4, the first early-game improvement patch went live.

The update is focused on making the first stretch more active without turning ExoSiege into a fast game. The tutorial now introduces more playable encounters, early quests were cleaned up, resource production and early NPC rewards were increased, unreachable NPC content appears less often around new players, Diplomacy unlocks earlier and NPC tiering selection was improved.

I also adjusted several rough edges from the feedback: exploration is clearer, research-gated NPC missions now explain what is missing before you send an army, daily and weekly quests got better tooltips, and the mobile map / Discord chat integration received quality-of-life fixes.

There is more in the full changelog, but the main point is this: the first player feedback loop already changed the game.

This is still a playtest. There will be bugs, balance problems, and systems that keep changing. Progress will reset at the end of the playtest, but prestige earned through the Megastructure victory system carries forward.

There is no pay-to-win, no premium boosts, and no paid resource packages.

If you tried ExoSiege during the first week and bounced because the early game felt too slow, I would genuinely like to hear how it feels after today’s patch.

If you have not tried it yet: it is free in the browser, no download required, and there is a guest account if you just want to land and look around.

Play: https://exosiege.com/
Discord: https://discord.gg/gNrccFVQxD

Come land on the planet. Thanks a lot for your support & all the feedback you have given!

u/idlerunner00 — 1 day ago
▲ 1 r/PBBG+4 crossposts

MMO Studio Gameplay Trailer Test | Building a 2D Online RPG Engine

I’m testing new gameplay footage from MMO Studio, my 2D online RPG engine built for creating multiplayer RPGs with RPG Maker-style workflows and MMO-ready systems.

This trailer-style test shows early gameplay movement, world exploration, combat, pets, enemies, and the overall feel of a live online RPG world. MMO Studio is designed to let creators build their own multiplayer RPGs with tools for maps, quests, NPCs, items, combat, pets, crafting, and more.

This is still a work-in-progress gameplay test, but it shows the direction MMO Studio is heading: making online RPG creation easier, faster, and more accessible for indie developers.

Try MMO Studio here:
https://mmo.ed5enterprise.com/

youtu.be
u/TheED5 — 1 day ago
▲ 0 r/PBBG+1 crossposts

Kosmic Dungeon — a free browser idle RPG with one shared, living world. Playable now, full release July 15 (solo dev, want feedback before launch)

Playable Link: play.dungeongames.io



I'm the solo dev. Kosmic Dungeon hits full release on July 15, but it's fully playable right now — one tap to play as a guest, no signup, no install. I'd genuinely love feedback from this community before launch day.



What I think makes it stand out from other idle RPGs:



- One shared world. The map isn't per-player. A corruption ("the Bleed") spreads across the *same* map for everyone, and any player can send squads to push it back — leave it and it regrows. It's a persistent world you're all idly shaping at once.

- Bank-or-push dungeon runs. Your haul is at risk the whole run: bank it and leave, or push one more floor and risk losing it all. Roguelike boons and cursed altars make every floor a decision.

- Honest gacha. Every summon drop rate is on screen, with a visible pity counter telling you exactly how far you are from a guaranteed legendary.

- Endgame mastery. Past level 50 heroes get class keystones, free respec, and an uncapped awakening path.

- Idle where it counts. Progress accrues while you're away.



There's an optional on-chain economy under the hood, but the entire game is free and playable start to finish without ever touching a wallet.



I built the whole thing solo and I'll be in the comments — I really want feedback on the core loop and where it drags before launch. Tear it apart.
u/carton_of_ladies — 2 days ago
▲ 0 r/PBBG

RPG Incremental

Playable on RPG Incremental or itch: https://gamesgamestudio.itch.io/rpg-combat-crafting-idle

It's an incremental/idle game where you grind skills, fight monsters, get loot. Inspired by Melvor Idle but with a better crafting system (in my opinion). So if you enjoyed Melvor Idle you might enjoy this one aswell! Over 1000 people have played it and many people seem to enjoy it. Your suggestions/improvments usually appear in the game within a few hours.

u/Classic-Law1219 — 2 days ago
▲ 0 r/PBBG

Hazy Hollow Idle RPG - Now has new quests, guild events, and items!

Links:

-URL: https://hazyhollowidle.com/

What is new?
We've added Holiday events, guilds, guild quests, custom artwork, avatars, and daily quests.

Currently sitting at 165 players and growing daily. Loving the feedback so far and appreciate it all both good and bad.

u/3ASYW1N — 2 days ago
▲ 21 r/PBBG+1 crossposts

[IdleJourney] It’s been a while... here’s a big update and a design mistake as a bonus story :)

Guys... we shipped more IdleJourney :D

Play Idle Journey: https://idle-journey.com

Join our Discord: https://discord.gg/pNc4CFRjvk

Idle Journey is a browser-based idle RPG inspired by old-school MMORPGs like RuneScape (of course). It’s been almost 2 years since I started this project. During this time, I hired some folks, had to let some go due to financial pressure, quit my job for 6 months trying to dedicate all my time into IdleJourney, had to get a new job, raise 2 kids, and nurture my relationship with my wife... just a lot of stuff happened while IdleJourney was cooking. Right now, we are a team of 2 developers: me, as the lead, and another very talented developer I have the pleasure of working together for 1 year now. And I can produly say we built everything I wanted from day zero. Now, it’s a matter of just adding more..... Journey to this Idle! hehe

Idle Journey is no longer 100% free, but you can play for hundreds of hours for free before commiting $10 to unlock the rest of the game.

But before I get into the changelog, I want to share a pretty big gamedev blunder on my part.

So, Idle Journey originally used island-based progression. You would unlock one island, play through its enemies, resources and bosses, then move to the next one. It was simple and very easy to understand.

There was nothing wrong with it, but Idle Journey is heavily inspired by RuneScape, and since we were working on our first multiplayer systems, I started imagining the game as one big connected world. In my head, that sounded obviously better. More MMO-like. More RuneScape-like even... So I allocated me and my team to design one single world map.

We went on a 4 month side-quest focusing on that direction while players were waiting for new content. And when we were finally over with it.... we watched the numbers drop. People didn’t like the game as much. And neither did I. It was so hard to guide the players trough the game now, it was very overwhelming. The world felt big but pointless. It lacked direction.

At that point in time, I was considering just calling it and giving up. I made our game worse and that felt very bad. All the time wasted... Then, sunk cost fallacy started creeping in hard. "We already spent so much time on this.", "Maybe we just need to polish it more.", "Maybe players will get used to it."

But at some point we had to stop defending the decision and admit the game felt worse. So we sucked it up and reverted it. Once we went back to island-based progression, the game immediately felt better again - and we were energized.

The game feels like Idle Journey again!

Note: It wasn’t all wasted work, though. We managed to use the single world map as a base for the new island designs, which means every island got revamped again. So they definitely got better. But that wasn’t the intention.

So yeah...Huge update and a rollback of a costly design mistake. But we are now back on track and the game is better now because we were willing to undo a lot of hard work.

Now, Here’s the actual update and a changelog that I couldn’t really write myself without AI tools helping me check over 200 commits with extremely professional commit messages like “BRUH”.


Idle Journey — What's New

Here's what changed and what's coming.


🌐 Idle Journey is multiplayer now

The world is alive.

Other players now appear around you, wearing their actual gear, and you can talk to everyone in World Chat — with chat bubbles floating over players right in the world. There's an emoji keyboard, and you can turn chat off anytime in settings. This is the foundation for a lot of what's coming next (including shared bosses — more below).

🌟 New Skill: Astronomy

A brand-new skill. Astronomy is a gather-and-study system: research constellations by unlocking and leveling individual studies with materials you collect. Every study you raise gives a permanent bonus that grows as you level it — so the deeper you go, the stronger you get.

The early-level Astronomy nodes are tuned to play like the other gathering skills.

🏜️ New Area: The Desert

Set sail for an all-new desert island, packed with new things to fight, gather, and collect.

New enemies

  • Anubis — a major boss (see below).
  • Pharaoh Guards (Lv 95), Mummies (Lv 75), and venomous Snakes (Lv 87) that hit you with a nasty poison.

New gathering

  • Cactus and Palm trees to chop.
  • A new Sandstone mining tier.
  • Desert fishing — reel in Catfish and Koifish.

New gear & items

  • A full Sandstone equipment set — 13 pieces covering weapons (sword, 2H, axe, dagger, bow, pickaxe, rod), shield, and a complete armor set (helmet, platebody, platelegs, boots, gloves).
  • New chase item: Blue party hat is now obtainable (tip: requires astronomy unlock)
  • AOE Tools for mining, fishing and woodcutting! You can now farm multiple nodes at a time
  • Lucky ring III
  • New potions that boost astronomy
  • New jewelry tier (diamond)

🐉 New Boss: Anubis

Anubis is our new boss fight, available in the same 3 difficulty tiers.

How the fight works

  • He mixes melee, a charged ranged spell, and a summon that calls in a pack of minions.
  • While he's summoning, he becomes invulnerable and shields himself — you can't damage him during the cast.
  • Right after summoning he's left stunned and wide open — that's your window to burst him down.
  • Kill Anubis and his summoned minions die with him

🃏 New Cards: Desert Collection

A wave of new cards tied to the desert region — collect them from the new content:

  • Enemy cards: Anubis (with rare variants), Pharaoh Guard, Mummy, Snake.
  • Gathering cards: Cactus, Palm Logs, Perfect Palm Leaves, Sandstone, Catfish, Koifish, Diamond.

🗺️ Back to an island-based map

We've moved the game back to a hand-built, island-based world instead of the open-world layout we'd been experimenting with. Honestly, open world wasn't the right fit for Idle Journey — it spread content too thin, made progression harder to pace, and pulled focus away from the tight, readable loop that makes an idle game feel good. Islands let us design deliberate, distinct zones (like the new Desert), guide your progression cleanly, and ship new areas faster. You'll still get the new map UI, minimap, waypoints, and Teleport Tethers to move around quickly.


🧪 Test servers — shipping with more confidence

We now have dedicated test servers. This lets us roll out new features to a live environment before they hit everyone, catch problems early, and ultimately ship more content, more often, without putting your main save at risk. It's a big step toward a faster, steadier update cadence.

⚔️ In development: The Coliseum + World Boss

(test servers first)

The Coliseum is not live yet — it's launching on the test servers next week, and we want you in on it early. It's a new combat arena with escalating waves, hand-crafted challenges, its own token currency, and a shop.

Alongside it, we're putting up an early version of a shared World Boss — a boss the whole server takes on together, made possible by the new multiplayer foundation. Both are early builds going to test servers first so we can tune them with your help before a full release.


💎 A note on Premium & Idle Tokens

Buy any premium packs to fully unlock the game forever.

During alpha, purchasing either pack — the Quality-of-Life Package or Gotta Go Fast — grants you Premium for life. It's meant to feel like buying the game and everything we add to it down the road, not a subscription.

We've also added Idle Tokens, a premium currency you can earn through normal play or buy in the store — the currency behind cosmetics and convenience items. Expect a steady stream of new cosmetics over time. Yes you can buy timeskips, but they have a weekly limit and cannot be used on new content. This should strike a good balance of funding for the game and keep the playerbase pacing in check.


⏳ A note on Time Skips

To keep new content meaningful, brand-new content can't be rushed with Time Skips for at least the first couple of months after it launches. The one exception is the early-level Astronomy nodes, which behave like the other gathering skills.


Thanks for playing during alpha — your support literally funds what comes next. See you in game!

AI disclosure: Item icons and some UI icons are mostly generated by AI. Claude code helps a lot on coding tasks and even writting this changelog. Thats it, all 3d assets and VFX were either bought from AssetStore or made by us

u/couts-games — 3 days ago
▲ 23 r/PBBG

Solvendra Idle MMORPG - Now has a trading market and new art available!

Links:

-URL: https://www.solvendra.com
-Discordhttps://discord.gg/G2BvyxZJHp

What is Solvendra?
Solvendra is an idle MMO with incremental aspects, currently in alpha. It has 20 skills and 3 combat styles that aim to reward the player's choices. We do not like to limit players in any way. It's planned to have over 250 enemies, 60 dungeons, 2000+ items, 600+ collectibles, achievements, guilds, cards, pets, raids, skill trees and so much more.

What is new?
On this patch we have added the market. Now players can exchange items with each other.
The market allows placing buy and sell orders. Also buy and sell instantly if there are any orders listed already.
There is a posting fee and price works step by step to avoid undercutting. So that if the current price is 500 gold, the next order has to be at 495 gold or below.

Now enemies drop gold too :)

Finally, runes can be upgraded with upgrade stones up to tier VII.

Cheers!

u/SolvendraMMO — 2 days ago
▲ 121 r/PBBG+36 crossposts

I built it as a pure skill-based arcade game — no complex controls, just timing, physics, and those “one more try” moments.

u/TuHocSolidityCom — 3 days ago
▲ 1 r/PBBG

Fatebreak Trailer

Hi everyone again. I have been busy with my game again and this time I have two big updates. I have a trailer and have completed the single player story mode!

The trailer is a bit rough around the edges as I didn't want to spend too long polishing a turd if it's bad. I would love to know what you think of it, bad or good. Any advice is really welcome!

The saga is an interactive story arc, consisting of multiple acts, exploring the verse and interacting with other characters, think of it as a solo DnD story with me as your dm. I do hope later to really branch out and make this mode multiplayer like a real DnD campaign but one step at a time!

For those who have not seen my previous posts, im a solo dev working on this game Fatebreak, which is based on spinning a wheel for your characters. there are 28 species with each having their own subtypes and stats. Your characters spin for their origin stories and then you take them on the saga. It consists of weighted decisions and mini games, pulling from the wide roster of characters from other players in the game. The lore is vast and each new player brings their own lore to the verse!

u/Livid_Standard_3790 — 2 days ago
▲ 2 r/PBBG+2 crossposts

I built an error tracking tool specifically for web game. looking for early feedback

I'm a developer with mainly enterprise experience who recently started writing HTML5 web games and publishing them on CrazyGames. One of my games got some traction, and when I looked at the analytics I noticed a 3-4% crash rate. I had no way to tell what was causing those crashes. I started exploring error tracking tools and the pricing is just wild for indie game devs. Sentry's free tier is 5,000 errors, my game burns through that in two days at 2-3k events/day. Upgrading means $26-40/month, and even then you only get 50 session replays total. LogRocket starts at $176/month. These tools are priced for funded SaaS companies, not solo devs shipping browser games.

So I built my own: Error Buddy. Using this tool I went from a 3-4% crash rate down to under 1%. It exposed a handful of easy-to-fix corner cases, things like WebGL context loss on specific GPUs, audio context issues on iOS Safari, edge cases on low-memory devices. Stuff that never shows up on my dev machine but affects real players.

The main thing I wanted was to know what actually happened before the crash, so every error comes with a 6-second video replay of the game canvas (using MediaRecorder, since DOM replay doesn't work for canvas games).

It also captures the stuff that's usually missing when you're debugging games: FPS, frame timing, keyboard/mouse/gamepad input, WebGL status, audio context, and whatever game state you decide to send.

On top of that it tracks memory usage, long tasks, heap growth, and supports source maps so stack traces are actually readable.

Integration is just two lines of code.

I'm not quite ready to open signups yet. I need to set up usage limits and automatic data cleanup first so that a few popular games don't blow up my hosting costs. But you can check out the live demo: dashboard.errorbuddy.app/demo

This is real data from my game, updated live, not a mockup. You can browse error groups, see device breakdowns, watch the video replays, all of it.

Would love early feedback. Is this something you'd actually use? What's missing? What would make you switch from whatever you're using now, or from using nothing at all?

If this isn't the right subreddit, happy to be pointed elsewhere.

reddit.com
u/Specialist_Bee_9726 — 3 days ago
▲ 21 r/PBBG+13 crossposts

Team Rocket: A Pokemon inspired text based Mafia RPG with nostalgic design

I spent 300+ hours coding a browser game that is basically Pokémon meets an old-school mafia RPG.

You play as a Team Rocket-style recruit instead of the usual good-guy trainer. The game has crimes, missions, towns, Pokémon hunting, training, battles, gangs, jail, and account progression.

It’s a retro text-based browser game, so the fun is more about clicking around, grinding, unlocking things, and slowly building your character/team over time.

I’m at the stage where I need fresh eyes on the early game. I’m especially trying to figure out if the first few minutes are clear, if crimes feel too punishing, and if progression feels too fast or too slow.

Here’s the game: https://teamrocket.pkmnreborn.com/

Would love honest feedback. You don’t need to be nice about it — useful criticism helps more than polite silence.

teamrocket.pkmnreborn.com
u/cruzdusk — 4 days ago
▲ 2 r/PBBG+2 crossposts

Appeal/demand for new browser MMOs

Is there any appeal or demand for new browser MMOs? I've wanted to actually live and experience a fantasy world of my creation and experience it with others in the same space.

reddit.com
u/H4cK3d-V1rU5 — 4 days ago
▲ 0 r/PBBG

A free browser MMO where you build an outlaw empire — looking for players to break it in.

It's a browser-based western outlaw MMO I've been building: no download, runs in any browser, free to play.

Core loop: pull off crimes to build your reputation and bankroll, but rack up too much heat and you'll want to run Good Deeds to work your rap sheet back down. Stats, gear, and combat let you go toe-to-toe with other players, and you can run with a posse instead of going solo.

Still actively developing it and want more players in to help stress-test systems and give feedback. Would love for people to jump in and tell me what's broken, what's fun, and what's missing:
https://grimspur.com

reddit.com
u/Doge-Man-2021 — 4 days ago
▲ 25 r/PBBG

According to a chat conversation I'm having with the mod(s?) we can get rules about AI content if we ask for it.

I was chatting with the mod team after one of my comments got removed because I apparently attacked someone in a post about AI, anyway, I took the chance to mention the amount of slop on here, and was told that it's not currently against the rules, but I could make a post and if it gains traction they will likely add something.

OK AI bros, first and foremost, I'm not saying we should shoot on sight anything that looks like it may have been in the vicinity of generative AI.

So what do you guys reckon?

I think the thing that bothers me the most is when the communication around the project is very clearly AI instead of the human behind it taking the trouble to address us personally. People will throw the language barrier argument into the mix but I'm gonna say if you use Google Translate or something instead, yes it is also AI, but the result will be more of a direct translation of your thoughts and less corpospeak sycophantic drivel. Personally I prefer obviously foreign English over "perfect" slop English.

Here's what I expect at minimum:

  • Accompanying text and/or infographic reads like it's written by a human.
  • OP and other commenters communicate like actual humans.
  • AI disclosure: be upfront about AI use, this gets all the initial "is this vibecoded?" questions out of the way.

Other areas I'm more open to leeway:

  • Art: not a fan of the genAI style but maybe we don't have to ban it.
  • Code: can't really prove if AI assistance was used, don't care as much.

So yeah, if you're tired of all the slop (or if you really love it?), please interact with this thread, apparently it will be seen and acted upon if there's interest.

reddit.com
u/sebovzeoueb — 5 days ago
▲ 3 r/PBBG+2 crossposts

[Discussion] Can we talk about the AI hate reflex in this community?

Every single time someone posts a new indie game here, I see the same thing happen in the comments.

Within like 5 minutes someone goes "vibecoded?" and then it just spirals. Suddenly everyone's a detective. "That UI looks AI." "The art style is giving Midjourney." "LLM slop." Game's dead before anyone even looked at the gameplay.

And I just have to ask, have any of you actually played it?

Here's the thing though, this isn't new. People said the same stuff about every tool that ever changed how games were made.

When game engines like Unity and Unreal became accessible, the old guard said real devs write their own engines. When asset stores appeared, people called it lazy and fake. When RPG Maker blew up, everyone dunked on it. When drag and drop tools came out, "that's not real programming." Every single time, the community lost its mind, and every single time, genuinely good games still came out of those tools anyway.

AI is just the current version of that panic.

And honestly at this point, no one is hand coding every single thing anymore. Nobody writes their own physics engine from scratch. Nobody hand draws every texture. Developers use whatever gets the job done. That has always been true and pretending otherwise is just nostalgia.

I'm not saying AI has zero problems. Studios using it to fire artists, the training data stuff, that's all real and worth being angry about. But that's a completely different conversation from jumping someone's indie game post because a texture looked a bit too clean.

If the game is fun, does it actually matter? Like genuinely. Are you reviewing the tools or the game?

and yes i fixed my long text using AI (just for the haters who wants to hate for the sake of hating)

reddit.com
u/DrP4R71CL3 — 5 days ago
▲ 0 r/PBBG

I've been working on a 8-16Bit MMORPG heavily inspired by Game of Thrones with no safezone PvP-PvE and emergent sandbox gameplay. (Discord and Itch Below!)

Hello all! I'm Minitech, the developer behind Otherworld MMORPG!

it's been roughly a year since I last updated you all on the development of my game, Otherworld.

Throughout the past year, I've been grateful to have such a tight knit community following the games development, and as Otherworld recently celebrated it's first birthday, I've decided to work on a new expansion (Chains of the Chanterran) which is a total revamp of the old features I had made over a year ago!

Since this is an emergent sandbox Game of Thrones-like game - it would need a good amount of players to sustain it. Currently our Discord has 38 members, and it would be awesome if those interested in the game could join our community before the launch of the expansion.

Currently the Game on itch is delisted, though I still post devlogs as much as I can (on the itch page), and occasionally run playtests with the community on discord! I hope to see you there :)

Additionally - when the game releases, I'll come up with some in-game cosmetic award for the people who joined before the release of this game. (Similar to the party hats in Runescape which is another inspiration for Otherworld!).

reddit.com
u/No-Anybody7882 — 3 days ago