Adventure Land is an experimental Indie MMORPG. ANYONE can Code not just one, but up to 4 characters! You can play manually, use the given default Code, or learn programming to do more! Going open-source at 50,000 installs!
All Reviews:
Positive (38) - 86% of the 38 user reviews for this game are positive.
Release Date:
Jan 28, 2019

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Adventure Land is at a sweet spot in its development journey. Most of the major challenges have been tackled and lately all the feedback has been positive. I believe and hope early adopters will enjoy the game, and at the same time, the game will benefit from a growing community.

I've been working on Adventure Land for more than 2 years, up to this point, I concentrated mainly on the technology and the feature set. There's still a long road ahead. There are a lot of maps, monsters, bosses ready to be introduced. There are items to design and integrate.

As the game isn't complete, but playable and hopefully enjoyable, Early Access is the way to go. We're finally ready for the last sprint.”

Approximately how long will this game be in Early Access?

“Hoping for 6 months but realistically expecting to complete Adventure Land by October 2019”

How is the full version planned to differ from the Early Access version?

“Here are the objectives I'm aiming to achieve:
  • Rich Content
  • Daily Engagements
  • Engagements that Bring Players Together
  • Fully Documented CODE with a Tutorial

What is the current state of the Early Access version?

“Gameplay - Refined and Final
  • 6 Characters
  • Party System - Complete with Dynamic Distribution
  • Skills System - Feature-wise Completed
  • Bank - Completed
  • Tavern - Dice Game Live
  • Item Upgrade System - Completed
  • Item Compound System - Completed
  • Item Exchange System - Completed
  • Item Crafting System - Functional but lacking content
  • Player to Player Economy - Both buying and selling
  • Seasonal Events
  • Regular and Cooperative Bosses
CODE - Fully Functional
PVE Balance - Satisfactory and dynamically regulated
PVP Balance - Nope
Guilds (aka Familias) - Work in Progress, Not Live
CODE Documentation - Work in Progress, Live
Cosmetics System - Work in Progress, Preview
Daily Events - Work in Progress, Sometimes Tested
Deeper Steam Integration - Work in Progress, Priority
Steam Achievements, Cards - Work in Progress, Not Live
Steam Mac, Linux Versions - Planned
Multiple Players Allowed From The Same IP - Work in Progress, Currently the anti-cheating system disconnects characters if limits are exceeded”

Will the game be priced differently during and after Early Access?

“Price can fluctuate but it won't dramatically increase or decrease, it's safe to expect a fluctuation around 30% of the current price. Admittedly, pricing the game against multiple currencies is a challenge.”

How are you planning on involving the Community in your development process?

“We have a Discord with #feedback and #new_ideas channels. I reply to each and every email, take each request into consideration, reply to every GitHub issue. The main challenge for me as a developer is introducing new content without creating balance issues. I intend to create a public group of people within the Discord community called Refiners, there'll be strict rules, the process will be transparent, fair, and Refiners will take ideas from #new_ideas, and convert them into #refined_ideas.”
Read more

Buy Adventure Land - The Code MMORPG


Recent updates View all (15)

May 14

Early Access: Week 15 in Review

Json has been working on new a logo to replace the original one I created, I fell in love with this last iteration he came up with - Ideally want to the code aspect of the game represented in the icon too - maybe in a future iteration :)

For me, week 15 was a slow week, other than some small bugfixes, I didn't really make any tangible progress - I dedicated this week to introducing new content to the game, and the week was spent thinking / contemplating / procrastinating. Hoping to actually introduce new things on week 16

The Weirdest MMO You've Seen, Promise!

Our player Vaserati sponsored his friend Skylent to review the game, you can see the result above. It was a very educational video for me, fortified and extended a lot of the deductions we made over the recent weeks - mainly the need for detailed and extensive documentation and examples. After watching the video, I realised that I've never watched a stream from the viewpoint of a player that's distant from coding. Some of the initial results include:

1) From time to time, after improvements, request streams from new players to see how they interact with the game, determine common pitfalls and find solutions
2) Extend descriptions with code-related info
3) For skills - add code ID's and actual code snippets that show how each skill can be used in code
0 comments Read more

May 7

Early Access: Week 14 in Review

Most important addition this week is the new Guide with separate pages and a more visual/detailed approach, it's still a work in progress, slowly improving it

Second major change is the new account restrictions, for some reason this was an extremely requested feature - I really wanted to keep things more relaxed but in the end caved in and added these new restrictions. Currently if a player creates multiple accounts, they all act like a singular account in terms of game limits. Also if someone buys the game and refunds it, there's a system that detects it. I feel kind of mixed about the players caring more about buy+refund situations than me but it's good that the new restrictions was so well received, while in general restrictions aren't usually welcome.

As a bonus to this new system, if you buy the game on Steam, but prefer to play on Web, you are now authorised internally as a Steam player, so if you play the game on a shared network with other players, the game no longer subjects you to IP limitations!

Fixed the initial issues with the dueling system and the new instance routines

Did some internal work this week, spent one day doing some work on our tilesets, spent another day porting the photo upload and dynamic image serving routines from an earlier project of mine, mainly for the new guide photos

Added "is_silenced" to common functions - Characters were able to use skills while being stunned beforehand - Might add a silencing mechanic to the game too
0 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

About This Game

There are no quests, no guides you have to strictly follow to the letter. No objectives either. You can do anything you want. Even farming the lowest monster will yield satisfactory results! You can trade, gamble in tavern, party with friends, pvp solo with your rouge or go after rare loots!

Adventure Land wasn't originally a Code based game, during early development, it ended up a bit like a Clicker MMORPG, simple but fun. Then came Code, to let machines do the clicking! So it's not something extremely complex no one can understand, it's just basic automation!

Mage, Warrior, Rogue, Ranger, Priest and Merchant. All with different, easy to understand, but unique skills. There are no skill trees or the need to pick attributes, it's all automatic to keep things simple. Items provide some depth, and Code adds some variation to the mix.

There's a lot to work on. Daily Events, Paladin Class, Pets, Guilds (or Familias, as they will be small), New Zones, New Items, New Skills. All features are shaped and vetted by the playerbase.

System Requirements

Mac OS X
SteamOS + Linux
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 [64-Bit]
    • Processor: 1.5Ghz or better
    • Memory: 2048 MB RAM
    • Graphics: Direct3D 9.0 Capable System
    • DirectX: Version 9.0
    • Storage: 200 MB available space
    • Additional Notes: While the game is 2D and simple, the system needs to be WebGL capable, and running multiple characters use up RAM
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: 2Ghz or better
    • Memory: 4096 MB RAM
    • Graphics: 2GB Dedicated
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 200 MB available space
    • Requires a 64-bit processor and operating system
    • Requires a 64-bit processor and operating system
    • Requires a 64-bit processor and operating system
    • Requires a 64-bit processor and operating system

What Curators Say

2 Curators have reviewed this product. Click here to see them.

Customer reviews

Review Type

Purchase Type


Date Range
To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.

Show graph

Display As:
Show graph
Hide graph
Excluding Off-topic Review Activity
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...