A MUD in development

A text-based world that doesn't wait for you to log in.

Blacktide is a MUD, a multiplayer world you explore by typing. Harbor towns wake at dawn and fill their taverns after dark. A festival starts in one port while a storm rolls through another. The world keeps moving whether anyone is online or not.

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Blacktide Harbor - The Dock
Salt-grayed planks creak underfoot. Ropes slap against
empty moorings, and the waves chew at the pilings below.

Exits: boardwalk, yard gate
Here: Ada

> boardwalk
Blacktide Harbor - Salt Row
A crooked boardwalk runs along the waterfront, lined with
shuttered stalls and lanterns swinging in the wind.

A living world

In most MUDs, rooms sit empty until a player arrives, and nothing happens unless someone types a command. Blacktide is built around the opposite idea.

How you play

Blacktide is a text-based game in the tradition of MUDs and interactive fiction. You read descriptions of where you are and type what you want to do. There are no compass directions to memorize: every way out of a room has a name, like the tavern door, a trapdoor in the floor, or a rope ladder out of a hidden cove, and you leave by naming it.

You'll connect with a MUD client such as Mudlet or with plain telnet. A browser client is planned too.

Where it's at

The engine is being built from scratch in C# and .NET, in three phases. Each step ends with something that runs.

  1. Foundationsin progress
    Connections, commands, movement, and the game loop that drives the world.
  2. A world that moves
    World events, the game clock, and scripts that give rooms and objects their own behavior.
  3. A world that remembers
    Persistence, so the world survives restarts, and The Broadside, built from everything that's happened.

Blacktide isn't open to players yet. A public test server will open once there's more to do in the world.

Follow along

A devlog goes out at the end of every milestone. Join the Discord to read them as they land, and to be there when the test server opens.

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