Adventure Land aims to generate revenue from digital copy sales, while regular MMORPG's ban automators, we embrace them, and go further to let anyone have 4 characters online, 24/7, freely. We have a lot of costs, so if you can afford it, please consider purchasing the game.
However, if you are going to use the game with the intention of learning how to Code, improve yourself, you can freely signup, and play to your hearts desire, without any restrictions! :]
Gameplay has many aspects to it. It's NON-P2W. You can UPGRADE weapons, COMBINE accessories, EXCHANGE rewards, CRAFT items, farm GOLD.
There are PVP maps with increased LUCK, GOLD, XP.
The ECONOMY is completely PEER-TO-PEER. You can keep your MERCHANT open 24/7 to SELL or BUY stuff.
There are a lot of planned features like GUILDS and DAILY EVENTS, they are entirely shaped by our community and their feedback!
Updated July 12th
> No Premium Shop
> Pure Skills + Collaboration
> Chaotic, Unbalanced, Untested
> Start From Level 1
> Only 1 Character Per IP/Player
> Server Reset = Progress Lost
> Extreme Gold, Luck, XP
> Warped Drop Rates
> Buy, Sell, Upgrade, Exchange Anywhere!
> PVE Death: Lose 1 level
> PVP Death: Lose 3 levels to the opponent
> PVP Death: Drop a slot item with ~10% chance
> PVP Death: Drop an inventory item with ~20% chance
> PVP Death: Lose an inventory item with ~5% chance
> PVP Death: Lose 80% of your gold
> Priest Heal's: Nerfed to 60%
> Trade: Receive 480K Gold Every 64 Seconds in the Beach Office
> Beach Office: Transport to anywhere
> You have to be within 10 levels to engage in PVP
> Tavern: Glitched
> Hardcore Mode is experimental, there is no long term progress saving yet, no leaderboards, so if you want to save your progress, show off your achievements, do take screenshots!
> Please send an email to [email protected] about your experience in this new mode. I would like to hear about how you view Adventure Land, and whether this new Hardcore mode improves the game for you. When completed, the Hardcore mode will likely be a weekend-only thing. It will start on Friday, end on Sunday. I think there might be a lot of players who find loopholes etc. I've certainly improved some routines to prevent some scenarios. For example, depending on the feedback, I might add an NPC that tells where a certain player is for 10,000,000 gold etc., or, add 1-2 hours of peace time every 3-4 hours.
Activation and Usage
> After pressing the "ACTIVATE" button. The booster item lasts 30 days. The booster item works from a character's inventory, it is not equipped or consumed. The effect can be observed from the "STATS" interface. The item can be transfered between characters or sold through merchanting.
> Don't loot chests, keep the Booster in XP mode.
> While battling a boss, shift the Booster to Luck mode.
> When there are enough chests around, shift the Booster to Gold mode and loot.
> This way, you can benefit from all 3 bonuses with 1 stone.
> You can combine boosters as you combine accessories. The combination succeeds 100%, however, if you use a "Primordial Essence" for the combination, It triggers a proc-chance routine.
> You start with a 12% chance, as you succeed, your booster becomes a higher level booster, and the routine internally repeats with half the chance. So you can even receive an +5 booster, instead of an +1!
> You can use the activate and shift functions in CODE.
> Above calls be used to shift a booster in 0th inventory slot.
> Implementing the optimal strategy is left as an exercise to the reader.
Where to Find
> You can get shells by farming green Goo's, from exchangeable items as rare rewards and through various other hidden and non-hidden ways in-game.
> Adventure Land aims to cover operating costs and generate long-term revenue by selling SHELLS as a premium currency. It will be for cosmetic items, possibly extra bank storage and some rare account operations, like character transfers. Keeping the game non-p2w is a top priority, so SHELLS won't affect in-game performance.
After Steam Early Access
> Adventure Land performs really well on Steam so far, as an indie-developer, one of my biggest concerns was being cash positive. If it continues like this, and I hope it does, it might even be possible to introduce cosmetics through in-game achievements and gold only.
Skillbar and Keymap
Skillbar and Configuration
> Skillbar is the small vertical bar you see on the right side of the screen, above the game logs. You can configure your skillbar through Code. Changes you make are saved and persisted for your Character, on your system locally.
Keymap and Configuration
> Keymap is for mapping keypresses to skills, abilities and actions. Similar to the skillbar, you can change your keymap from Code, and the changes are persisted locally.
reset_mappings(); <- DEFAULTS THINGS
show_json(G.skills); <- CLICK TO RUN!
> Snippets are small code pieces that are either evaluated inside your own Code, or on a blank runner if your Code isn't running.
map_key("Q","snippet","smart_move('winterland')"); <- CLICK TO TEST!
> Items can be mapped manually to keys, or by dragging and dropping an item to a key slot. Pressing that key, activates, uses or equips the item.
Map New Keys
> You can map to unmapped keys by including the `keycode` argument in your mappings. You can learn keycodes from: keycode.info
//Example code that overrides ESC
Terms of Service
Thanks and Attributions
First of all, I want to thank all the players who played the game, provided feedback, endured, shared the joyous moments, kept pushing the game in the right direction.
I want to thank /r/mmorpg for being an open platform for mmorpg enthusiasts, I posted on /r/mmorpg at the end of 2016, and I've been improving and shaping the game with the small early adopter userbase ever since.
I want to thank Mark Jayson Lacandula, aka Json, I started working on the game in June 2016, launched very early around August 2016, he was one of the very first players who tried the game after seeing my tiny Adsense Ad. I didn't take him too seriously when he wanted to try my in-house map editor, but shared it with him anyway. After a very short time, he shared the first map he made, at that moment I knew I discovered a rare natural talent. He made all our maps, learned pixel art, extended our tilesets and sprites and kept exploring, he was and is always there, through the good times and the bad times. Game development is no easy task, contrary to popular belief, it's not rewarding, you rarely reap the benefits, up to this point, we didn't reap, but he never quit - so thank you Json. I hope after Adventure Land, you keep on working in the game industry. (Reader: If you are a talent hunter, do reach out to him)
I want to thank Ellian, our freelance pixel artist, for being the most professional freelancer I've ever worked with. No one is more reliable than you. Adventure Land started with an off-the-shelf 16x16 icon pack, with Ellian, we created a custom 20x20 iconset, with the community we dreamed, Ellian made. Workload-wise, Adventure Land is a small-fish, but through 2 years, he was always there at a moment's notice. To extend our iconset 5-6 items at a time :) If I could do it all over again, maybe for Adventure Land 2, I'd love to create all the tilesets and sprites from scratch with Ellian.
I want to thank all the developers, artists, composers, whose libraries, assets and work I used in Adventure Land.
And thank you for reading, and hopefully for playing Adventure Land :)
I want to also thank Steam for being such an awesome platform, 1+ years now, it has been driving new players in, no advertisements or marketing.
Another thanks to Google Cloud for providing us startup credits, it really eased my financial burdens during this development stage.
There's one non-breakable main rule, you can't upset, bully, or sadden other players - Adventure Land thrives on being a positive game with a positive community. When you treat other players with love and respect, they'll treat you that way too!
The secondary rule is to not abuse the game, you can do pretty much everything with Code, and the game, we are even exploring allowing non-UI botting, but, please don't DDOS the game, or intentionally abuse bugs you find. We have lucrative bug bounties
Third rule is to respect the character limits, maintaining the game is beyond imagination costly, almost non-feasable, If everyone respects the limits, we won't be needing to add irritating captchas etc. to keep playing. While you might easily use a VPN or server to play with additional characters, please don't (It has been done in the past, at 2+ accounts, it usually gets noticed fast, you'll only force me to divert my time and energy into battling multiple accounts, please don't)
Selling items, gold etc. with real money is forbidden, don't waste your money, but maybe buy 1-2 cosmetic items to support the game :)
Offensive or insensitive nicknames are forbidden
Breaking the rules usually result in temporary bans, don't be afraid to try new things, as long as you mean well, there won't be any consequences
Due to popular demand, and technical challenges, game can be played over both HTTP and HTTPS, over HTTP, if you are on a compromised network, your data will be exposed. If you are playing the game from Steam or Mac App Store, the game uses HTTPS by default
Adventure Land uses Google Analytics for statistics
Adventure Land uses Cloudflare for security and filtering, almost all HTTP/S data goes through Cloudflare, so they potentially access every data you provide
Adventure Land uses your location data to determine which game server is broadly closer to you
Adventure Land stores your encrypted password, characters, character names, data you provide, your IP (used extensively for the character limits logic), character actions and there are various logs and backups of these data, there's currently no system to delete these logs and backups, but as cloud storage is extremely expensive, I personally want to start deleting them in the future, but couldn't find the time yet
I'm an indie developer doing my best to protect my players and meet their needs, but we live in a chaotic world, If you are a regular player reading this, please be careful, while I do everything to protect you and your data (especially more after everything I've experienced since I launched the game, which made me grow more as a developer and a human, at least I hope), nothing is safe on the Internet, always approach things with this fact in mind
> Several reasons. The main reason is to become a boilerplate for prospective game developers to easily test and execute their ideas. To let players see what's behind the hood and learn from the experience.
> If you read /r/MMORPG on Reddit, the discussions have a clear pattern. There are groups of players with different needs and expectations. Due to the hefty time/energy/money requirements of developing an MMORPG, developers usually can't meet their needs. There's no opportunity to just try new things. Most MMORPG's hit once and miss. Smart ones seem to crowdfund.
> By almost eliminating the entry barrier to MMORPG development, I hope to give birth to the PUBG of MMORPG's. Where indie developers start by modifying Adventure Land's Code to implement their ideas, unique dynamics and mechanics. Create a working formula. Get investment, make money, crowdfund, develop their idea from scratch and come up with an MMORPG that works.
> Adventure Land has a Hardcore mode, the drops/XP rewards are astronomical, the PVP is brutal. Hardcore servers run only for a day. The resulting gameplay is more engaging, less afk and extremely competitive. I sometimes wonder whether the actual gameplay should be like this too. But, as it is, Adventure Land is at a point of no return too. After a certain point in an MMORPG's life, it's impossible to make such drastic changes.
>As a roguelike enthusiast. I always dream of adding roguelike elements to the game. Maybe a dungeon, or a repeatable quest with randomised steps and outcomes. Considering all the effort thats needed to make it meaningful and balanced, these ideas never develop. But starting from scratch, and investing 2-3 months, it's very possible to actually develop a unique and online roguelike game. For example a roguelike that's played with a party of 4.
>Adventure Land has been developed completely from scratch, even the map editor is a custom in-house one. The backend uses App Engine with Python, it's completely auto scalable. The code is simple and robust. Characters are saved, synced and loaded from the backend. All account operations are on the backend.
>On the Client side of things, Adventure Land uses PIXI to draw things, no game engine is used and everything is as low level as possible. Animating characters, rendered weapons and attack animations is a dream for Adventure Land 2. However if a group of developers invested 3-4 months onto the current codebase, it would truly enhance the gameplay and make the resulting product much more monetizable.
>The game clients use Electron and each has unique integrations. I have plans to develop a Hardcore/Short-lived mobile version too. All of these and the documentations around the game clients will be open sourced too.
Assets, Data and Licensing
>Adventure Land has unique/in-house assets, purchased assets and derivatives. When the game is open sourced, it will also be possible to download and copy all the game data, for example the maps. Developers will also have the opportunity to release the game as a sub-entity of Adventure Land. For example, Adventure Land: The Reckoning. This way, if a developer doesn't have the resources to track/purchase all the assets individually, it will be possible to release the game commercially as it will technically be owned by Adventure Land. However it's best to just start from scratch and create everything in-house if possible. It's something I dreamed of but couldn't achieve.
Commercial, Light Licensing
> While the details aren't set yet, the game will be open sourced with a custom commercial license. It will be free to use for non-commercial usages. For example to create a local instance/server at home. For commercial derivatives, there will be an expectancy to receive 12.5% from gross income. However, if the game succeeds and gets written from scratch (like pubg growing out of arma) the commercial license won't apply to the new entity. I believe 12.5% is a fair % that developers would be willing to pay. I also plan to promote each derivative from the main game. (It's a dream at this point, hoping it becomes a reality)
Europas I | Town
TUTORIAL 12 / 87
Music: ON [Work in Progress]
SFX: ON [Work in Progress]
Note: Feel free to email [email protected] for anything, the game is in development, I love to receive emails and feedback
You need to refresh the game for changes to be effective.
Weapon / Attack Animations: OFF
Weapon / Attack Animations: ON
Pre-Cached Maps: OFF
Pre-Cached Maps: ON
Processes and caches the entire map into memory. Afterwards movement and animations are as smooth as possible. Turn off if your machine has low GPU memory or low processing power.
Perfect Pixels: ON
Perfect Pixels: OFF
Turn off to smooth pixels. More of a preference rather than a performance setting.
If for some reason WebGL causes issues on your system, you can force the old HTML5 Canvas to be used.
You need to refresh the game for changes to be effective.
Reset Tutorial [!]
Windows 7/8 Network Patch: ON
Windows 7/8 Network Patch: OFF
You need to refresh the game for changes to be effective.
$10 for 800 SHELLS
$25 [+8%] 2,160 SHELLS
$100 [+16%] 9,280 SHELLS
$500 [+24%] 49,600 SHELLS
Please Login First!
Adventure Land uses Stripe to handle payments, the leader in payments processing. Your credit card information never touches Adventure Land's servers.
SHELLS are Adventure Land's rare, purchasable currency. Unlike many other games, you can find SHELLS in-game too. They drop from gems and monsters. They are rare.
This creates equal opportunities for all players. You can only purchase non-essentials with SHELLS, like cosmetics and extra bank storage, to ensure the game is not pay-to-win.
You can support Adventure Land's development by buying SHELLS and hopefully enjoy the game more, faster, to your hearts desire!
Adventure Land uses Paymentwall for alternative payments and offers. There are various localised payment methods, and offers to receive free SHELLS.