#textgames — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #textgames, aggregated by home.social.
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Mudpie v0.6.0 is out, and this one I'm really proud of.
The headline feature: Connection Proxy (Pro). Mobile MUD has always had one awful problem. Your phone drops the TCP connection the moment you lose signal or switch networks. The proxy wraps your connection in a WebSocket relay that keeps your MUD session alive for up to 30 minutes when your device loses connectivity. Walk through a dead zone, ride a buss, hop between WiFi and mobile. Come back and your session is right where you left it, buffered output and all. It even survives app kills. Automatic reconnection, keepalives, the works.
Also new:
Device font picker: use any font installed on your device for game output, input, or UI. No more settling for generic Monospace.
Color customization: terminal background, terminal text, UI background, UI text. Named preset palettes, RGB sliders, hex input. High contrast mode for when you just want white on black. Every color picker is fully accessible — TalkBack announces "Navy" and "Coral", not "#1A1A2E".
Privacy policy: in-app, plain language, covers everything. The proxy and AI workers process data in memory only. Nothing is logged or stored server-side.
Plus bug fixes: shake-to-interrupt TTS is reliable again, Cosmic Rage CDN sounds play without delay, and several crashes fixed
Download: https://github.com/aaron-gh/mudpie-releases/releases/latest
#MUD #GameDev #Accessibility #A11y #Android #TTRPG #InteractiveFiction #TextGames #MudPie
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Mudpie v0.6.0 is out, and this one I'm really proud of.
The headline feature: Connection Proxy (Pro). Mobile MUD has always had one awful problem. Your phone drops the TCP connection the moment you lose signal or switch networks. The proxy wraps your connection in a WebSocket relay that keeps your MUD session alive for up to 30 minutes when your device loses connectivity. Walk through a dead zone, ride a buss, hop between WiFi and mobile. Come back and your session is right where you left it, buffered output and all. It even survives app kills. Automatic reconnection, keepalives, the works.
Also new:
Device font picker: use any font installed on your device for game output, input, or UI. No more settling for generic Monospace.
Color customization: terminal background, terminal text, UI background, UI text. Named preset palettes, RGB sliders, hex input. High contrast mode for when you just want white on black. Every color picker is fully accessible — TalkBack announces "Navy" and "Coral", not "#1A1A2E".
Privacy policy: in-app, plain language, covers everything. The proxy and AI workers process data in memory only. Nothing is logged or stored server-side.
Plus bug fixes: shake-to-interrupt TTS is reliable again, Cosmic Rage CDN sounds play without delay, and several crashes fixed
Download: https://github.com/aaron-gh/mudpie-releases/releases/latest
#MUD #GameDev #Accessibility #A11y #Android #TTRPG #InteractiveFiction #TextGames #MudPie
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Mudpie v0.6.0 is out, and this one I'm really proud of.
The headline feature: Connection Proxy (Pro). Mobile MUD has always had one awful problem. Your phone drops the TCP connection the moment you lose signal or switch networks. The proxy wraps your connection in a WebSocket relay that keeps your MUD session alive for up to 30 minutes when your device loses connectivity. Walk through a dead zone, ride a buss, hop between WiFi and mobile. Come back and your session is right where you left it, buffered output and all. It even survives app kills. Automatic reconnection, keepalives, the works.
Also new:
Device font picker: use any font installed on your device for game output, input, or UI. No more settling for generic Monospace.
Color customization: terminal background, terminal text, UI background, UI text. Named preset palettes, RGB sliders, hex input. High contrast mode for when you just want white on black. Every color picker is fully accessible — TalkBack announces "Navy" and "Coral", not "#1A1A2E".
Privacy policy: in-app, plain language, covers everything. The proxy and AI workers process data in memory only. Nothing is logged or stored server-side.
Plus bug fixes: shake-to-interrupt TTS is reliable again, Cosmic Rage CDN sounds play without delay, and several crashes fixed
Download: https://github.com/aaron-gh/mudpie-releases/releases/latest
#MUD #GameDev #Accessibility #A11y #Android #TTRPG #InteractiveFiction #TextGames #MudPie
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Mudpie v0.6.0 is out, and this one I'm really proud of.
The headline feature: Connection Proxy (Pro). Mobile MUD has always had one awful problem. Your phone drops the TCP connection the moment you lose signal or switch networks. The proxy wraps your connection in a WebSocket relay that keeps your MUD session alive for up to 30 minutes when your device loses connectivity. Walk through a dead zone, ride a buss, hop between WiFi and mobile. Come back and your session is right where you left it, buffered output and all. It even survives app kills. Automatic reconnection, keepalives, the works.
Also new:
Device font picker: use any font installed on your device for game output, input, or UI. No more settling for generic Monospace.
Color customization: terminal background, terminal text, UI background, UI text. Named preset palettes, RGB sliders, hex input. High contrast mode for when you just want white on black. Every color picker is fully accessible — TalkBack announces "Navy" and "Coral", not "#1A1A2E".
Privacy policy: in-app, plain language, covers everything. The proxy and AI workers process data in memory only. Nothing is logged or stored server-side.
Plus bug fixes: shake-to-interrupt TTS is reliable again, Cosmic Rage CDN sounds play without delay, and several crashes fixed
Download: https://github.com/aaron-gh/mudpie-releases/releases/latest
#MUD #GameDev #Accessibility #A11y #Android #TTRPG #InteractiveFiction #TextGames #MudPie
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Mudpie v0.6.0 is out, and this one I'm really proud of.
The headline feature: Connection Proxy (Pro). Mobile MUD has always had one awful problem. Your phone drops the TCP connection the moment you lose signal or switch networks. The proxy wraps your connection in a WebSocket relay that keeps your MUD session alive for up to 30 minutes when your device loses connectivity. Walk through a dead zone, ride a buss, hop between WiFi and mobile. Come back and your session is right where you left it, buffered output and all. It even survives app kills. Automatic reconnection, keepalives, the works.
Also new:
Device font picker: use any font installed on your device for game output, input, or UI. No more settling for generic Monospace.
Color customization: terminal background, terminal text, UI background, UI text. Named preset palettes, RGB sliders, hex input. High contrast mode for when you just want white on black. Every color picker is fully accessible — TalkBack announces "Navy" and "Coral", not "#1A1A2E".
Privacy policy: in-app, plain language, covers everything. The proxy and AI workers process data in memory only. Nothing is logged or stored server-side.
Plus bug fixes: shake-to-interrupt TTS is reliable again, Cosmic Rage CDN sounds play without delay, and several crashes fixed
Download: https://github.com/aaron-gh/mudpie-releases/releases/latest
#MUD #GameDev #Accessibility #A11y #Android #TTRPG #InteractiveFiction #TextGames #MudPie
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For screen reader users, text-based multiplayer games (MUDs) are often easier to access than graphical games.
So why can playing one from a web browser feel harder instead of easier?
Brandon Cross (aka bscross) explains it all in this interview:
https://writing-games.org/accessibility-interview-bscross/ -
For screen reader users, text-based multiplayer games (MUDs) are often easier to access than graphical games.
So why can playing one from a web browser feel harder instead of easier?
Brandon Cross (aka bscross) explains it all in this interview:
https://writing-games.org/accessibility-interview-bscross/ -
For screen reader users, text-based multiplayer games (MUDs) are often easier to access than graphical games.
So why can playing one from a web browser feel harder instead of easier?
Brandon Cross (aka bscross) explains it all in this interview:
https://writing-games.org/accessibility-interview-bscross/ -
For screen reader users, text-based multiplayer games (MUDs) are often easier to access than graphical games.
So why can playing one from a web browser feel harder instead of easier?
Brandon Cross (aka bscross) explains it all in this interview:
https://writing-games.org/accessibility-interview-bscross/ -
For screen reader users, text-based multiplayer games (MUDs) are often easier to access than graphical games.
So why can playing one from a web browser feel harder instead of easier?
Brandon Cross (aka bscross) explains it all in this interview:
https://writing-games.org/accessibility-interview-bscross/ -
Wrapping up Storytelling Week with a shoutout to AwakeMUD CE, a multiplayer text game inspired by #Shadowrun.
It's #OpenSource and puts the community first, ensuring that players are comfortable with the roleplay.
To top it off, AwakeMUD supports screen reader users with several #Accessibility features designed to reduce text spam and improve the experience. 👍
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Wrapping up Storytelling Week with a shoutout to AwakeMUD CE, a multiplayer text game inspired by #Shadowrun.
It's #OpenSource and puts the community first, ensuring that players are comfortable with the roleplay.
To top it off, AwakeMUD supports screen reader users with several #Accessibility features designed to reduce text spam and improve the experience. 👍
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Wrapping up Storytelling Week with a shoutout to AwakeMUD CE, a multiplayer text game inspired by #Shadowrun.
It's #OpenSource and puts the community first, ensuring that players are comfortable with the roleplay.
To top it off, AwakeMUD supports screen reader users with several #Accessibility features designed to reduce text spam and improve the experience. 👍
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Up next in honor of FOSS February and 📖 Storytelling Week:
Evennia is a free and #OpenSource system for creating your own multiplayer text game.
With tutorials and examples, it lowers the barrier to getting started - a solid option for both experienced devs and beginners learning to code in #Python.
It even comes with a selection of optional add-ons built by the community!
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Up next in honor of FOSS February and 📖 Storytelling Week:
Evennia is a free and #OpenSource system for creating your own multiplayer text game.
With tutorials and examples, it lowers the barrier to getting started - a solid option for both experienced devs and beginners learning to code in #Python.
It even comes with a selection of optional add-ons built by the community!
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Up next in honor of FOSS February and 📖 Storytelling Week:
Evennia is a free and #OpenSource system for creating your own multiplayer text game.
With tutorials and examples, it lowers the barrier to getting started - a solid option for both experienced devs and beginners learning to code in #Python.
It even comes with a selection of optional add-ons built by the community!
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Want to make your own multiplayer text game for free? 🤓
If you’re into collaborative writing and storytelling, AresMUSH might be your jam.
It supports asynchronous play - perfect for people with busy schedules.
Despite early naysayers, developer Faraday pushed forward with the project. Today, hundreds of storytellers are actively writing and roleplaying on AresMUSH-powered games.
Faraday's story: https://writing-games.org/aresmush-next-gen-server/
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Want to make your own multiplayer text game for free? 🤓
If you’re into collaborative writing and storytelling, AresMUSH might be your jam.
It supports asynchronous play - perfect for people with busy schedules.
Despite early naysayers, developer Faraday pushed forward with the project. Today, hundreds of storytellers are actively writing and roleplaying on AresMUSH-powered games.
Faraday's story: https://writing-games.org/aresmush-next-gen-server/
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Want to make your own multiplayer text game for free? 🤓
If you’re into collaborative writing and storytelling, AresMUSH might be your jam.
It supports asynchronous play - perfect for people with busy schedules.
Despite early naysayers, developer Faraday pushed forward with the project. Today, hundreds of storytellers are actively writing and roleplaying on AresMUSH-powered games.
Faraday's story: https://writing-games.org/aresmush-next-gen-server/
-
Want to make your own multiplayer text game for free? 🤓
If you’re into collaborative writing and storytelling, AresMUSH might be your jam.
It supports asynchronous play - perfect for people with busy schedules.
Despite early naysayers, developer Faraday pushed forward with the project. Today, hundreds of storytellers are actively writing and roleplaying on AresMUSH-powered games.
Faraday's story: https://writing-games.org/aresmush-next-gen-server/
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Congrats to GoMud on another year of development! 🎂
GoMud is a lightweight, open-source engine for creating text-based multiplayer worlds, built using the Go programming language.
In this interview, creator Volte6 talks about why he started the project, how it differs from traditional multi-user dungeon (MUD) engines, and what happens when a simple playtest goes hilariously sideways. 😂
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Congrats to GoMud on another year of development! 🎂
GoMud is a lightweight, open-source engine for creating text-based multiplayer worlds, built using the Go programming language.
In this interview, creator Volte6 talks about why he started the project, how it differs from traditional multi-user dungeon (MUD) engines, and what happens when a simple playtest goes hilariously sideways. 😂
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Congrats to GoMud on another year of development! 🎂
GoMud is a lightweight, open-source engine for creating text-based multiplayer worlds, built using the Go programming language.
In this interview, creator Volte6 talks about why he started the project, how it differs from traditional multi-user dungeon (MUD) engines, and what happens when a simple playtest goes hilariously sideways. 😂
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Congrats to GoMud on another year of development! 🎂
GoMud is a lightweight, open-source engine for creating text-based multiplayer worlds, built using the Go programming language.
In this interview, creator Volte6 talks about why he started the project, how it differs from traditional multi-user dungeon (MUD) engines, and what happens when a simple playtest goes hilariously sideways. 😂
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Congrats to GoMud on another year of development! 🎂
GoMud is a lightweight, open-source engine for creating text-based multiplayer worlds, built using the Go programming language.
In this interview, creator Volte6 talks about why he started the project, how it differs from traditional multi-user dungeon (MUD) engines, and what happens when a simple playtest goes hilariously sideways. 😂
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🏰 What do city-building, dream magic, and space trading have in common?
They're all found in Multi-User Dungeons (MUDs) - shared online worlds played through text.
This guide looks at 6 modern MUDs that each do something different, with notes on #accessibility and easy ways to play:
https://medium.com/@the_andruid/6-unique-multi-user-dungeons-worth-exploring-cdc9f16bf1e9
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🏰 What do city-building, dream magic, and space trading have in common?
They're all found in Multi-User Dungeons (MUDs) - shared online worlds played through text.
This guide looks at 6 modern MUDs that each do something different, with notes on #accessibility and easy ways to play:
https://medium.com/@the_andruid/6-unique-multi-user-dungeons-worth-exploring-cdc9f16bf1e9
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🏰 What do city-building, dream magic, and space trading have in common?
They're all found in Multi-User Dungeons (MUDs) - shared online worlds played through text.
This guide looks at 6 modern MUDs that each do something different, with notes on #accessibility and easy ways to play:
https://medium.com/@the_andruid/6-unique-multi-user-dungeons-worth-exploring-cdc9f16bf1e9
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What do multiplayer text games actually look like in 2026? 🤔
This updated guide highlights 10 long-running Multi-User Dungeons (MUDs) you can still play today, along with 3 additional games that opened more recently.
It also covers #accessibility features, web clients, and a beginner-friendly walkthrough for anyone curious about getting started.
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What do multiplayer text games actually look like in 2026? 🤔
This updated guide highlights 10 long-running Multi-User Dungeons (MUDs) you can still play today, along with 3 additional games that opened more recently.
It also covers #accessibility features, web clients, and a beginner-friendly walkthrough for anyone curious about getting started.
-
What do multiplayer text games actually look like in 2026? 🤔
This updated guide highlights 10 long-running Multi-User Dungeons (MUDs) you can still play today, along with 3 additional games that opened more recently.
It also covers #accessibility features, web clients, and a beginner-friendly walkthrough for anyone curious about getting started.
-
What do multiplayer text games actually look like in 2026? 🤔
This updated guide highlights 10 long-running Multi-User Dungeons (MUDs) you can still play today, along with 3 additional games that opened more recently.
It also covers #accessibility features, web clients, and a beginner-friendly walkthrough for anyone curious about getting started.
-
What do multiplayer text games actually look like in 2026? 🤔
This updated guide highlights 10 long-running Multi-User Dungeons (MUDs) you can still play today, along with 3 additional games that opened more recently.
It also covers #accessibility features, web clients, and a beginner-friendly walkthrough for anyone curious about getting started.
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Update!! My feed may have been quiet, but a lot of work has been happening behind the scenes. 🚧
Over the past several weeks, I've been overhauling Writing Games to improve accessibility, UX, and performance. One big change is that the site moved from .com to https://writing-games.org.
Please update any links or bookmarks! 🙏 And if anything appears broken or weird, do let me know. There's always a chance I missed something.
More to come soon...
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Update!! My feed may have been quiet, but a lot of work has been happening behind the scenes. 🚧
Over the past several weeks, I've been overhauling Writing Games to improve accessibility, UX, and performance. One big change is that the site moved from .com to https://writing-games.org.
Please update any links or bookmarks! 🙏 And if anything appears broken or weird, do let me know. There's always a chance I missed something.
More to come soon...
-
Update!! My feed may have been quiet, but a lot of work has been happening behind the scenes. 🚧
Over the past several weeks, I've been overhauling Writing Games to improve accessibility, UX, and performance. One big change is that the site moved from .com to https://writing-games.org.
Please update any links or bookmarks! 🙏 And if anything appears broken or weird, do let me know. There's always a chance I missed something.
More to come soon...
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Microsoft has open sourced the Zork trilogy of text games
Preservation has become a pressing topic for games in this era of digital-only releases and games-as-a-service. So it’s…
#NewsBeep #News #US #USA #UnitedStates #UnitedStatesOfAmerica #Technology #Activision #Microsoft #seminaltextgames #textgames #Zork #Zorkgames
https://www.newsbeep.com/us/304330/ -
Microsoft has open sourced the Zork trilogy of text games
Preservation has become a pressing topic for games in this era of digital-only releases and games-as-a-service. So it’s…
#NewsBeep #News #US #USA #UnitedStates #UnitedStatesOfAmerica #Technology #Activision #Microsoft #seminaltextgames #textgames #Zork #Zorkgames
https://www.newsbeep.com/us/304330/ -
Zork I, II, and III go open source
https://opensource.microsoft.com/blog/2025/11/20/preserving-code-that-shaped-generations-zork-i-ii-and-iii-go-open-source -
Zork I, II, and III go open source
https://opensource.microsoft.com/blog/2025/11/20/preserving-code-that-shaped-generations-zork-i-ii-and-iii-go-open-source -
Zork I, II, and III go open source
https://opensource.microsoft.com/blog/2025/11/20/preserving-code-that-shaped-generations-zork-i-ii-and-iii-go-open-source -
Zork I, II, and III go open source
https://opensource.microsoft.com/blog/2025/11/20/preserving-code-that-shaped-generations-zork-i-ii-and-iii-go-open-source -
Zork I, II, and III go open source
https://opensource.microsoft.com/blog/2025/11/20/preserving-code-that-shaped-generations-zork-i-ii-and-iii-go-open-source -
What’s the No. 1 lesson Niymiae of Lumen et Umbra wants future text game creators to know? Hint: it’s not about code. 👀
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What’s the No. 1 lesson Niymiae of Lumen et Umbra wants future text game creators to know? Hint: it’s not about code. 👀
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What’s the No. 1 lesson Niymiae of Lumen et Umbra wants future text game creators to know? Hint: it’s not about code. 👀
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Dark Wizardry is his playground. MudVault is his vision.
Asmodeus is reimagining how we find and play multi-user dungeon games - one tool and one idea at a time:
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Dark Wizardry is his playground. MudVault is his vision.
Asmodeus is reimagining how we find and play multi-user dungeon games - one tool and one idea at a time:
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Dark Wizardry is his playground. MudVault is his vision.
Asmodeus is reimagining how we find and play multi-user dungeon games - one tool and one idea at a time:
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What if you could build your own multiplayer virtual world? 🤔
GoMud is a free, open-source engine for making text-based online games using the Go programming language.
I talked with the creator, Volte6, about the project & how it works. He shared a playtest where things went hilariously wrong (in the best way):