MMOS: MMO Simulator · published
Your MMO can now ship playable races. A new Races & Classes window (rebuilt to proper character-create proportions, with a live 3D preview that fills the stage) lets you author races with:
a head cosmetic drawn from the mob head set,
racial stat bonuses that fold into the same gear-bonus maths your items use,
a faction, or Neutral for races anyone can roll,
an allow-list of classes that race may play, enforced at character creation,
release control, so a race only starts appearing once you decide it is live.
Released races reach new subscribers only, nobody is retroactively reassigned. Existing worlds carry on as all-Human until you release something else. Race shows up in the adventurer info window, as a filter and column in the Players panel, and as a third distribution donut in Stats.
New adventurers used to roll a class and inherit a role. Now they roll the other way around: an intended role from their drive vector first, then a class that offers that role, then a race whose bonuses serve it. The practical result is a believable role spread instead of a server full of damage dealers. Tank-inclined and healer-inclined players now actually pick tank and healer classes.
A new Zones tab in the MMO panel scores every zone out of 100 from what you built inside it (content coverage) and how it actually plays (engagement). Behind it sits a persisted per-zone counter store fed by deaths, mob kills, XP, gold and fun, plus a foot-traffic sampler, so the readout reflects real play rather than a static audit of your placements. Per-zone detail shows the deadliest mob, and chips call out zones that are overtuned or mostly empty.
Four new thoughts fire the moment an adventurer equips something: whether it looks good, whether it suits their class, whether it hits noticeably harder than what it replaced, and a bad-mood thought when their gear has fallen behind their level.
Nine bad-mood feed rows now carry an advice line explaining the cause and the lever that fixes it, and two of them carry buttons that take you straight there: Open the Gear Report for stale gear, and Review the subscription price when the sub feels expensive for the fun on offer.
The XP tab gained a third column breaking kill XP down by zone, with map pins on each row (and on the MMO panel's zone rows) that fly the camera to the zone.
Item editor: filter your catalogue by minimum level range, so you can see what a level-20 player can actually equip.
Gear Report: gap hints now name the armour type as well as the slot, and the report opens as its own window instead of riding inside the item editor.
Dungeon editor: a loot hint reads out the run's gold haul against a fair-haul reference.
Mount drops now pop the mount's own model over the looter instead of a generic loot glyph, and mount rows in spawner drop tables and collection lists show a baked icon of the actual mount.
Steamworks integration is live: achievements, Steam Cloud saves, rich presence, and store-page CTAs that open the Steam overlay.
Gathered materials can finally be sold. Raw materials with no vendor bid used to have no sell outlet at all, so ore, lumber, fibres and herbs sat in bags forever while crafters who needed them bid an auction house that structurally could not have supply. Gatherables now reach the auction house, and prices decay back to equilibrium instead of ratcheting to the cap forever.
Crafters buy inputs for skill-up crafts, not just profitable ones. Previously a level-1 crafter would happily craft at break-even to level up, but exerted zero buying pressure for the inputs.
Low-level adventurers no longer get marooned in high-level auction cities. Added a fight-starved exit boost, a cooldown after a fruitless auction trip, a destination band based on how much of a zone they can actually fight, and a flight-path zone gate.
Generous gold loot no longer lowers a dungeon's Fun rating. The payoff term used an absolute sweet spot applied to a summed haul, so past roughly four looted spawners any dungeon slid down the far side of the curve.
Mount drop rows are valued at 25% of the stable price when the sim reasons about loot worth.
Tanks lost roughly a third of their max HP every time you loaded a save (the gear pass ran before the role pass).
Quest progress survived despawn and landed on whoever recycled that entity slot next.
Adventurers could log out inside a live dungeon run while still holding the slot, or log out while committed to a group and linger as a phantom "en route" party member.
Mob aggro was never cleared when an adventurer logged out or despawned, so offline bodies that could not fight back or regenerate were killed by mobs while their owner was away, and recycled entities inherited the aggro.
Demolishing a dock stranded its queued passengers permanently.
Demolishing the last spawner of a faction stranded that faction's entire auction house (gold, listings and price book unreachable forever). Its book is now merged into the global book.
Demolished-spawner orphans never counted against the server soft cap and never lapsed, growing the population without bound.
Deleting a dungeon from the Dungeons panel had no cascade at all: live runs were stranded, sometimes on water, and testers leaked.
Staff test parties now clear trash instead of rushing the boss, so test reports reflect a real run.
Bosses wandered out of their rooms, sometimes far enough to walk into lava and kill themselves. Wander is now anchored to the spawn point rather than to wherever the mob currently stands.
Mobs could spawn inside wall masonry, invisible and immobile. Placement now requires walkable ground in the same region, and a new Spawner blocked or unreachable warning flags the case.
Dungeon runners fight back against mobs that aggro them on the way out.
Renaming a faction orphaned its whole auction house, because the price book was keyed by faction name.
Crafting with a full bag produced nothing while still consuming a trip; input consumption is now simulated before the output-landing check.
Sellers could win their own auction listings.
Vendor and reference-price interactions around the unmet-demand ratchet.
Saves from older builds are loadable again, behind an explicit upgrade confirmation that writes a backup copy first. Saves from a newer build still refuse to load, now with a message rather than in silence. Save rows show a version badge.
Quitting the desktop app now waits for the autosave to finish before the window is destroyed, with a timeout, and Quit Without Saving is honoured.
Three tester repro saves (about 22 MB) were being packed into every desktop build.
This build will be the first available Steam Demo version, finally allowing players to play MMOS as intended - full screen and not within a browser.
If you have any questions or issues with this build, please join our Discord where I can do my best to help you. Thanks for playing!