People, puzzles and mysteries

Stories walk the roads

mudgame is filled with people who carry news, remember losses and make the world understandable. The stranger beside the road may be a clue, a service or the beginning of a legend.

Design preview

This page describes accepted or planned direction, not features available in the current owner-test build.

Familiar faces

Services belong to characters

Useful functions are embodied by memorable people instead of anonymous panels. Their routines, voices and relationships make returning to a town feel like returning somewhere known.

♙

The old man and his mule

An ancient travelling helper carries messages and modest goods along roads others avoid. Meeting him is useful; finding his mule without him is worrying.

⚒

The practice professional

A patient expert turns training into an in-world encounter, helping travellers test timing, weapons and tactics without pretending danger is absent.

♬

The town crier

News is spoken aloud: attacks, shortages, arrivals and public deeds. The crier makes the state of a settlement part of its atmosphere.

◇

The goblin courier

A surprisingly dependable storage runner who knows which roads are safe, which are merely profitable and exactly how much your battered chest weighs.

✦

Guild recruiters

Public trainers anchor layman guilds in specific towns. Their presence gives character growth a home, a culture and a reason to travel back.

☤

Healers and cooks

The people who make a town livable restore travellers, request supplies and become painfully important when a settlement is threatened.


Puzzles fit inside the world

Each puzzle belongs to one macro-tile, with its evidence close enough to study and its solution grounded in the place. Marks on a shrine, the order of ruined statues or a traveller’s half-remembered warning provide fair clues.

Solving a puzzle may reveal a route, settle a spirit, open a cache or change the meaning of the tile for everyone who comes later.

Hauntings remember interference

A haunting is an event with a cause, a location and unfinished intent. Spirits may repeat a pattern, address certain guilds differently or become more dangerous when their remains are disturbed.

Necromancers can understand and manipulate more of this boundary, but the dead remember who commanded them and who helped them rest.


The shared adventure

Alone when you want, together when it matters

The same world supports solo play, a home LAN group and direct multiplayer. Characters belong to the world rather than a single device or temporary session, so the road continues to feel like one place.

Solo

A complete journey shaped by the world’s systems and your own discoveries.

LAN

A private shared world for family and friends on the same home network.

Direct multiplayer

Travellers join the same persistent world, answer nearby calls and build a common history.


A chronicle written through play

mudgame’s history is the accumulated shape of journeys: the first route a player mapped, the town a family saved, the caravan that never reached its destination, the Vampire who revealed too much, the graveyard a Necromancer turned into a road.

The game records deeds because memory gives the next choice weight. The world is generated, but its history belongs to the people who live in it.

✎

Every system serves a story. Exploration, guild progression, survival, combat and settlement change meet in the same places, so a mechanical choice can become something worth retelling.