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Rune Adventure

A shared isometric world you walk into from a link. Kill things, take their belongings, get stronger, argue about loot in guild chat.

It is built the way the old mobile MMOs were built — a town, four gates, 61 zones behind them, and other people wandering around in the same one as you. It plays in your own language, picked up from your device. There is no download and no launcher. Open the link and you are standing in Hollowmarket.

Live — drawn by the game's own renderer
What you are testing

An MMO small enough to finish, built like one that isn't

Six classes, 120 levels, 61 connected zones from a starter wood to a lightless dungeon at the bottom of the map. Monsters roam, aggro, chase and give up. Loot drops on the ground with your name on it for twenty-five seconds. Quests count what you kill. Parties share experience. Guilds hold territory in the form of arguments.

Every sprite, tile, icon and note of music is generated in code when the page loads. There is not one image file in the project. That is why it opens instantly on a phone over mobile data, and why a new monster costs a single line.

61connected zones
6classes, 84 skills
50bosses
0image files
0downloads
Everything below is drawn live, right now, by the game code

What is in there

Six ways to fight

Warden holds the line and Templar keeps it standing. Pyromancer and Druid work at range, one burning ground, one mending it. Ranger cripples what chases you and never lets it close; Revenant takes its health back out of whatever it is hitting. Five or six skills each, unlocked by level, and your gear changes how you look.

Beasts, undead, elementals, constructs

Each family is drawn differently and takes damage differently. Fire burns beasts. Nature breaks constructs. Bosses hold the middle of every zone.

Mounts

A pony at level ten so the walking stops hurting. Everything faster than that is torn off a boss or handed over at the end of a quest chain.

Critters that fight beside you

Eleven species. A companion follows you, attacks what you attack, takes hits meant for you, and earns a share of the experience. Breed them for colours nobody else has, or take one off a boss with the bloodline to prove it.

Loot worth arguing over

Five rarities, random affixes, upgrade levels to +7 at the blacksmith, and durability that punishes you for ignoring him.

Work posted every few hours

A board by the west gate pays for thinning something out, clearing a road, or bringing down something with a name. Three jobs at a time, pitched at whatever level you are, in places you have not been.

Guilds with something to hold

Charter one, pool gold into a treasury, and build a vault out of it that anybody in the guild can leave gear in for whoever needs it next. Declare war on another and every kill between you counts towards a score that settles after a week.

Names you are given

Level 120 is not the end of it. Experience keeps counting as renown, and titles are earned for things you have actually done -- a thousand kills, every named beast in the world, the bottom of the Long Dark. You choose which one people see.

Thirty zones, one map

Forest, coast, crag, ash, frost, mire and waste, plus eleven torch-lit dungeons where you only see what your torch reaches.

Before you start

What is in it, and what it is not

Works

Combat, 120 levels, loot, gear, quests, parties, guilds, guild wars, open-world PvP with a karma system, banking, crafting with recipes and runes, contracts, mounts, companions you can breed, talent trees, and chat bridged to Discord. It is finished software, not a demo.

Works

Phones. The pad bottom-left is a thumb stick, the world scales up, and it runs on mobile data.

Works

The end of it. Past the level cap experience becomes renown, there is a hub and a boss floor above the last dungeon, and characters who finish can give the cap back and climb again for a title nobody else wears.

Small

61 zones and a hundred-odd monsters is a fraction of what a studio ships. A determined player will see most of the world in a few weeks. There is more coming; there is not a decade of it behind us.

Small

One server, one world. Everyone is in the same place, which is the point, but if it falls over then everybody falls over at once.

Two minutes, start to fighting

Getting in

  1. Open the link on anything with a browser. Register with a name and a password you have not used anywhere else.

  2. Pick Warden, Pyromancer, Druid, Ranger, Revenant or Templar. Roll a face you like.

    You keep the character. Nothing is bought, nothing is paid for.

  3. Walk out of the west gate into the Emberwood and tap something small.

    Click the ground to walk, tap a monster to fight, 18 for skills. On a phone, drag the medallion.

  4. Link your character to Discord: type /link in game, then post !link YOURCODE in #world-chat.

    That gets you the Adventurer role, your class colour, and rank roles as you level. World chat is bridged both ways.

  5. Tell us what broke. That is the entire job.

    Anything that felt unfair, confusing, or too slow is worth saying out loud in #new-players.

For sending on

Pass it along

Lift this straight into a Discord message or a group chat.

⚔️ Rune Adventure — a browser MMORPG, free, no download A 2D isometric MMORPG that runs in a browser tab. No download, no launcher, works on a phone. Six classes, 120 levels, 61 zones from a starter wood down to a dungeon with no light in it. Roaming monsters, real-time combat, loot with rarities and affixes, quests, parties, guilds, open-world PvP with a karma system, mounts, and critters that fight beside you. Everything in it — every sprite, tile, icon and the soundtrack — is generated in code. There isn't a single image file in the project. It is early. Balance is guesswork past level 20 and something will break while you play. That is what I want to hear about. Play: https://rune-adventure.online/ Discord: https://discord.gg/runeadventure