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 (21) - 95% of the 21 user reviews for this game are positive.
Release Date:
Jan 28, 2019

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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.”
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Recent updates View all (4)

February 19

Early Access: Week 3 in Review

This week the discussions on Discord was concentrated on new content ideas and requests. Pluet shared the #buffrats infographic and started a new trend. Serg followed suit with his cards/sockets idea. On the #pvp channel, we came up with a Regulated PVP system that will likely make it's way and replace the Free/Ruthless PVP system we have

Introduced Refiners in Discord, and an accompanying #refinery channel, Refiners will be established players who proved themselves with ideas that make their way into the game, they will gather ideas from #new_ideas, #feedback, or their own, refine them so they are ready to be added to the game - Also added a public #round_table channel for all Volunteer players, so discussions between Volunteers are transparent to all players

The Documentation improvements are going well, the "Character Object" is fully documented, the "Learn" section and Code tutorials are shaping well, decided to write one code tutorial every day, I believe this week the "DOCS" section will be complete and the "LEARN" section will be filled with tutorials/examples in 1-2 months

For Week 4, I aim to start introducing something new every 1-2 days, whether it's a new item, a new crafting component, new mechanic, or a new monster

Adventure Land sadly received it's first negative review this week, the 100% positive reviews were really motivating while it lasted. I personally hate games that make you go through a strict tutorial process, so I won't ever add anything like that to Adventure Land, but I feel pressured to introduce something to help players that get lost and don't discover things on their own. Currently thinking of a code-assisted list of things to do, don't have any sparking ideas for a non-intrusive UI to introduce this list to new players tho

- Magiport dynamics changed, also added the "on_magiport" / "accept_magiport" Code functions
- Windows 7 Network Patch - in CONF > Advanced Settings - fixes network delay issues that happens on some systems with non-default networks
- Fixed / Published the on_map_click method after a request
- Linux issues continue, sometimes opening the game from the Terminal is enough to solve the problems, when it's not, running the game with the "--disable-gpu" flag helps
- Added "Spider Silk" - drops from Spiders
- Buffed "Golden Earrings", they are cheaper to compound now, and can be dismantled into gold nuggets with 8% chance
- "dismantle(num)" code function
- Improved/Changed show_json's spacing
- Modals/Pages now hide the CODE UI, they also hide each other, made this change mainly to make it easier to concentrate on Code Tutorials and Documentation pages, otherwise, when things stacked on each other, the clutter made it really hard to concentrate, I find the current UI/UX very clean
- LEARN button is now orange, added new functional labels for Code docs and tutorials
- Improving event handlers, added "attack" and "heal" events
- Extended the Code character object with event routines, pretty soon most methods will be via "character.on(function(event){})"s
2 comments Read more

February 12

Early Access: Week 2 in Review

Experimented with alternative ways to load/run characters, tested placing multiple character windows in one game window, didn't work out, discovered the <webview> tag, it was a match made in heaven, multiple characters can be rendered in a single window, switching between them is instantaneous, they can also be rendered in grids, like 2x2, back and forth - Since this feature is aimed more towards established players, going to delay implementing it for a while

Only slightly improved the CODE Docs, I was hoping to make more progress, created the templates for foldered tutorials and started creating object references - Going to continue working on Code documentation and tutorials this week too

Chinese New Year event ended, there were complaints that the drops were too lucrative, but I believe it also enabled new players to trade a bit

Launched the Valentine's Day event, there's a new item with the ability to Charm monsters with a %, it will likely be a regular craftable item - as far as I observed, most new players don't hunt the Love Goo, which randomly spawns every 45 minutes, going to make future events more interactive, once such a spawn/boss is live in the server, it will be shown on all the interfaces, likely similar to the Party UI, the monster sprite will appear on the game interface and once clicked, the character will `smart_move` to that location, making participation easier - Players Pluet and Sinstrite had suggested global candy drops before the event, so even though participation of the boss hunt seemed low, players are receiving Cupid's Bow's through exchange

Published the Mac and Linux versions of the game on Sunday, Linux version was heavily requested, sadly the Linux version ended up being very problematic, Linux users are natural problem solvers so things seem to work out, but I do wish things worked out of the box, last issue I worked on was GPU related, can't assess whether it was an isolated issue or whether it will be widespread, if you are reading this and using Linux, looking for feedback
0 comments Read more
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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

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

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