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!
Recent Reviews:
Very Positive (12) - 83% of the 12 user reviews in the last 30 days are positive.
All Reviews:
Positive (31) - 90% of the 31 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 (8)

March 19

Early Access: Week 7 in Review

Most notable achievement this week is the working tutorial prototype with task + step completion animations, has a new accompanying internal system that adds a secondary database object for all user accounts, going to use this new internal system in future for mails too - this system was needed as the main user object gets locked when you enter the bank. Currently the tutorial has 4 steps, the actual challenge will be coming up with useful, rewarding tutorial steps and individual tasks with accompanying explanations/information

There's a new Rogue skill called Mental Burst, thanks to SpadarFaar's idea on Discord, it's the first skill with a stat requirement, requires 64 Intelligence as the skill is quite powerful - It has it's own cooldown and if the target is defeated, the damage dealt is combined to MP. The damage is "magical". After the HP increases, Rogue's were relatively weakened, this skill improves their standing

There's a new monster called Ent, thanks to Pluet's idea on Discord, it has a new monster ability, Tangle, slows down it's target with roots, has 8 million HP - suitable to be farmed with large parties - drops a new item, Wooden Sword

There are 2 important bugfixes, thanks to Tigga on Discord for reporting them and providing reproduction data/info - The first one is related to how the Bank used to normalise data, it was possible to lose items by sending invalid data. The second one was an elusive movement bug, normally you shouldn't be able to get your character stuck, but stuck characters were rarely being reported. They were caused by some old-method animation routines that modified x/y values of characters directly - basically using Stomp when you were touching a wall - and sending a move command right after

One important change on entities (monsters and characters) is the new .visible property, egehanhk on Discord reported that if you cache a target, and move to another map, that cached entity/target acted like it was still on the map, basically there was no way of knowing it was a stale entity, this new .visible property solves that problem, as the value becomes false when the entity is destroyed / it's no more visible

- New styling for Code's Learn section
- Updated Save/Load Code Interface
- Bank fixes - better data normalisation
- An image assets gallery to inspire new ideas (on Discord)
- New tutorial system - (X.tutorial)
- Refactored animation routines to prevent stuck characters
- New functional property on entities .visible (Character/Monster Reference)
- New skill: Mental Burst (G.skills)
- New monster: Ent (G.monsters)
- New monster ability: Tangle (G.skills + G.conditions)
- New item: Wooden Sword (G.items)
0 comments Read more

March 12

Early Access: Week 6 in Review

Most major change this week is the new JS Promise system, first examples are the buy and upgrade functions, instead of returning no value, they now return Promise's - which provides an alternate and easier way to detect the completion of actions. For those who don't know, when you call the buy() function, it sends a buy command to the server, which completes the action and responds, so almost none of the game actions are instantaneous, they are async - If your ping is 100ms, a buy() command usually completes in 100ms

One side advantage of refactoring the entire codebase and server responses is making everything more easier to translate - once this refactoring is complete, almost every game response will be inside the "game_response" socket event

Added the Wanderer's 5-piece Armor set, pieces are scattered across the Town, Cave of Darkness, Spooky Forest, Spooky Town, Winterland - It's the first actual set with bonuses! Second one will likely be a pirate set

Stress tested the game to find performance issues, couldn't find the causes yet, but players who hop servers too much are reporting the game slowing down on Steam after a while, possibly has another cause, also it's a good time to remind the "/pause" chat command

Started but didn't complete "duelland" - a new map for duels, to be able to safely test pvp fights between 2 parties

Started collecting Linux-related problem solving tips at:

Improved smart_move - it now has a new ability called "Baby Steps" - when it's close to the target, it starts considering smaller moves, to get into and out of tight spots easier (thanks to Seth's reminder on Discord and nerd's secondary bug report) - It was a long standing and half-ignored issue, glad to leave it behind

Most exciting idea this week - From Jilaris on Discord

Achievements are always heavily requested, Trexnamedtom originally drafted the first proposal for achievements, and once we move on to game-level achievements, his draft will likely still be the starting point -but- the main problem with achievements, and the reason they aren't in-game yet, is the effort to return ratio (in terms of development)

Jilaris suggested adding simple achievements based on how many monsters of a type you've killed, for example for killing 1,000 Goo's, you would get permanent 10 HP's, for 10,000 Goo's, 10 permanent MP's, for 100,000 Goo's, 1 permanent attack and so on. His idea really clicked with my vision for the game, and it's both simple for me to integrate, and at the same time, simple for players to understand. Furthermore, I believe it would add a new purpose to the game - for early achievements, it would nudge players to go after other monsters and at the same time, reward those who just like to stay in one place - as a bonus, promotes partying

Planning a Pokédex-like item for the addition of this new system

Lately, from #feedback on Discord, one of the common concerns have been how the game doesn't force you to go after stronger monsters and how you could just grind a monster you can one-shot. While this new system isn't the ultimate solution for this problem, it will add meaning until new, higher hp and harder monsters are added

Some thoughts on a CLI client and gameplay

Re-experimented with running Adventure Land in the command line, thanks to the existing modifications that enable running characters as bots (the start_character system) - it was possible to directly run the game with minimal modification. As a proof of concept it works. It's exactly like running an iframe character in a very lightweight browser.

There are several problems that come with CLI characters: -(1) Makes it easier for future botnets to leech the game -(2) Potentially reduces the enjoyment of regular players -(3) Makes it easier for a regular player to run separate accounts -(4) Could conflict with ALBot (which started as an official project with our community member NexusNull) and potentially other player-made game clients, due to future roadblocks aimed to hinder (1) and (3)

To address (2) - I aim to add an observer interface for CLI players to observe their characters (potentially change their code remotely), and hope to have the mail system ready by that time, so even though they mainly play from CLI, they can (and will likely be required to, every 2 days) visit their characters, observe them, reply to mails and so on - this way, a player who stumble onto a bot character can interact with the person behind the bots

Currently this undertaking isn't a priority, the priority is still the early player experience, documentation and new game content - but there's something cozy about running your character from a Raspberry PI, it continually comes up, and to be honest, if I can meet my requirements for (2), it would be how I run my characters too

- Codes are now run at the global scope inside their iframes
- "level_up" Character and Game events
- New character events
- Moved handle_death() and on_cm() to runner_compat.js
- Promise system, internal push/resolve/reject_deferred functions
- Improved the character# limitations enforcer system (thanks to a bug report from "Big Dad" on Discord)
- Updated SKILLS UI with new top buttons (thanks to a reminder from "Big Dad" on Discord)
- Fixed a bank deposit/withdraw issue where sending a non-integer amount would wipe out all your gold (thanks to NexusNull)
- Updated buy(), upgrade() functions, added new documentation interface
- New locate_item(name) runner function, returns -1 if the item isn't found
- Added the "irregular" flag to "cyberland" - also added a door out to "main"
- Fixed show_json - non-object arguments was throwing exceptions after recent changes
- Improved internal performance logging and metrics, planning on slowing down characters a bit and increasing xp/gold ratios instead
- Wanderer's Set
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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

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