Adventure Land - The Code MMORPG
Playing now
52+7 vs. yesterday
64%of peak
All-time peak
816 Sep 2026
Playing now
52+7 vs. yesterday
All-time peak
816 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Major update | Event: Halloween! Hey Adventurer! It's been a long time since the last post, the game got open sourced and progress has been community driven. This Halloween there is a new home server drop system thanks to Crown and Pants of the Fallen added to this drop table. We'd love to see you back! | — | |
| Major update | Event: Lunar New Year | — | |
| Game update | Week in Review [26/09/22] - All the negative conditions are now affected by "stresistance" and sent as a "condition" character event - There's a new very aggressive male Harpy - Cuteness adds a negative aggro difference - this way >1 aggro values make some sense too - Bling adds a positive aggro difference - this way even peaceful monsters could attack you - New Item: Harpy Bow - along with its own crafting recipe, Harp… | — | |
| Game update | Week in Review [19/09/22] I have a new approach where I log changes digitally after I make them, instead of just taking notes and quickly visiting my notes each week during a report. With the previous approach a lot of the small changes didn't make it into the report. The update this week will likely be closer to Friday. - Bunny set now has the ID "bunny" and received 50 Cuteness bonus - Added Pink Goblin achievements -… | — | |
| In-game event | Week in Review [12/09/22] All NPC's are live entities now, they can be found in `parent.entities` - their ID's start with "$"'s Citizens started receiving new features, some seek a certain type of players, some attack monsters, some heal nearby players New NPC: Cunn - can follow a player between maps! At one point, each NPC will be documented, for now it's up to you to discover what they do! Priest's now have a separate… | — | |
| In-game event | Week in Review [05/09/22] Mainly a week with bugfixes New Feature: Split Stack! You can use the `split(num,quantity)` function in CODE or press the middle mouse button on an inventory item New Rogue Skill: Pickpocket - tries to pick a single quantity PVP marked item from a random inventory position at each use PVP marked or locked items no longer stack with each other Party DPS now has a difficulty multiplier from monst… | — | |
| Game update | One+ Week Bug Bounty Program and Week in Review [29/08/22] This week was filled with various small/big bugfixes that improved QoL, so decided to continue the program for one more week! There's a new feature, monsters can get bored and disengage from their targets if they are not attacked for 20+ seconds, how fast they disengage is based on RNG + their "rage" Friend Token shop is open but not populated, there's only one cosmetic currently, best not to e… | — | |
| In-game event | One Week Bug Bounty Program and Week in Review [22/08/22] New Code Functions: interact, use_nearest_door, enter, join, bank_swap, leave, lock_item, seal_item, unlock_item, wishlist, giveaway, join_giveaway, exchange_buy, equip_cx, set_home All Code functions now return Promise's! There are many new Game/Character events as well. There's a new "Home Server" system, when you join a non-PVP server you get a 12 minute Hop Sickness, and when you have Hop S… | — | |
| In-game event | Week in Review [15/08/22] Mainly a week dedicated to reworking the skill system, however one fun change I started was adding healing to Caroline, planning to add certain traits to Citizens, ways to make them follow and fight with you, for Caroline it'll be Cuteness Instead of the earlier skill cooldown logic when you transported, integrated the old character.s.penalty_cd.ms to all the cooldowns, now each time you transp… | — | |
| In-game event | Week in Review [08/08/22] This week was mostly spent on refactoring the internal skills, projectiles, hit animations system. Basically there were a lot of mis-handled animations and procs, simplified the system a lot and moved everything I can to the data side. As a result G.skills, G.projectiles, G.conditions etc. are quite enriched now. Two paladin skills are live, Smash and Purify The most visible change this week is… | — | |
| In-game event | Week in Review [01/08/22] Biggest addition this week is the A/B Testing daily event, also improved the information pages of the earlier events After receiving the Harpy idea on Discord, started working on a new zone, Jayson completed it yesterday, it's called Frozen Cove and it's accessible through Frozen Cave For the Goo Brawl, there's now a Rainbow Goo with the `rgoo` ID and after the next update, regular Goo's will b… | — | |
| In-game event | Week in Review [25/07/22] There's a new map called 'goobrawl' and an accompanying daily event "Goo Brawl" You can enter these new events by name with `parent.socket.emit("join",{name:"goobrawl"})` and as a reminder the event data is in the `parent.S` object, so checking `parent.S.goobrawl` in code will let you know when it's live Currently each server runs a random event around 7pm and 9pm - this will change depending o… | — | |
| In-game event | Event: Valentine's The Tiger received improvements, now it just bails out if there's a >999 attack - and somehow the 100% reflection didn't initially made it into the game, now it has 100% reflection and 99% avoidance The internal calculate_item_properties(def,item) is refactored to calculate_item_properties(item,{def:def}) - second argument is optional | — | |
| Major update | Event: Lunar New Year Our Extended Lunar New Year event is here, each year a new legendary animal is going to join the ranks, this year Tiger rarely appears to players, he's peaceful and rewards every hit you can land! Coming Soon: Valentine's Event | — | |
| News | Event: Holiday Season It's Holiday Season on Adventure Land and there are 3 new items coming soon! | — | |
| In-game event | Early Access: October in Review Halloween event is extended and I'm really happy with the reception It wasn't an easy month however our spotlight on r/MMORPG and the influx of new players have been very very motivating Finally have a bit of momentum going on, hoping to maintain and grow it | — | |
| News | Event: Halloween! Halloween event is live! There's a new buff system, .cbuff in G.monsters - defeating a monster provides different buffs to different levels of players New boss Slenderman, new Priest Mace, new cosmetics, 2 new Lolipop Mace's that pop are coming soon! Also looking for feedback regarding fish, they'll occupy an inventory space each, so you'll be fishing and going to Desertland to exchange the fis… | — | |
| Game update | Early Access: Week 139 in Review A slow week, most noteable addition this week is a misc addition: Offspring - they adopt random properties from their parents, I'll announce if/when they are integrated. Initially this seemed like a good idea but I'm not sure any more 2 other unfinished changes this week, a better limitations enforcer to prevent abuse of using characters above the limit, the change included a server to server c… | — | |
| In-game event | Early Access: Week 138 in Review As a short recap, continuing from Week 121's Thoughts, forcing progress is the better option, going to try and add 1 little thing to the game every day whenever there's nothing else on my plate [17/09/21]: Procs like freeze/burn now roll when a projectile is launched and other attributes are adopted by the projectile itself so weapon swapping etc. doesn't affect things anymore [18/09/21]: Buff… | — | |
| Game update | Early Access: Week 122 in Review Jayson has been working hard, there's a new Desertland map coming soon, the complexity of the map is going to increase too Mainland also has a new upcoming look with a lot more detail | — | |
| Game update | Early Access: Week 121 Thoughts I've come to a point where I can't force progress, what worked in the past doesn't work anymore, it's been like this for a while, maybe the problem is approaching things quantitatively - if I stop trying to force progress, a natural flow of development could occur - or maybe my limited creative capacity has caught up and now its dragging things The obvious solution was to open source the game,… | — | |
| Game update | Early Access: Week 120 in Review Mainly spent working on the tutorial, not much to show this week yet | — | |
| In-game event | Early Access: Week 119 in Review This week was mainly dedicated to working on the new player experience, first character of a new player now emits the aura for 7 days, but it didn't seem like enough - I hoped interaction with non-afk players could improve the experience It was sad that most new players didn't even discover upgrade or compound, so started by adding 3 new tutorial steps, kill a goo, upgrade and compound - and lo… | — | |
| In-game event | Early Access: Week 118 in Review The instance "Lair of the Dark Mage" is ready There's a new ring that adds the "Zap" ability, shoots a 200ms cooldown ray that deals 200 pure damage As with everything, this instance will get balanced a lot too, I plan to introduce more common orbs that drop easily One noteworthy experiment this week was NexusNull's suggestion of a new approach to disappearing texts, the last phase was more rea… | — | |
| In-game event | Early Access: Week 117 in Review There's a new instance coming soon to Winterland Where you battle a Dark Mage that goes through 4 stages There's also a new island with the Ice Golem dropping the key to the dungeon, Ice Roamers also drop the key but not as frequently The big news this week is the auth bug NexusNull discovered and shared to be fixed, a big thanks to NexusNull and number_e for their help - the bug was allowing a… | — | |
| In-game event | Early Access: Week 116 in Review Winterland received it's new look, there's also a new path connecting sections above the Arctic Bee's - Planning to add a rare spawn below ice roamers where a Mage will have to blink-in and magiport others Items break now, so if you are Fishing/Mining, it should be part of the code logic There's a new emotion, a single heart, currently a rare drop from Mining: There's also a change to the tanki… | — | |
| Game update | Early Access: Week 114, 115 in Review Not much done these 2 weeks, I hate to publish empty weekly reviews, but these 2 weeks were lost too, mainly spent time completing my home, spring cleaning/preparation etc. Completed Mining this weekend, currently just in the existing mining tunnel, you can mine mainly for gem fragments - since it's a dangerous zone, it should be a small/fun coding challenge Apart from mining, there are minor c… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.