
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.
Launched the Europas II and Americas II, III servers.
Chinese New Year event is live, preparing the Valentine's Day event.
A multitude of small bugfixes and polishing
Added a Realm tab to Communicator/COM. To make it easier to switch servers.
It was truly a joy watching the first Youtube/Twitch streams.
Sold net. 265 copies up to now. As an indie developer, this first week has been very stressful. If the game received bad reviews, I'd probably crumble. Luckily, feedback from early players has been very positive. However, from my observations, the initial experience needs improving, this is what I will concentrate on, to better onboard and guide new players
Plans for Week 2: Improving the CODE documentation, adding basic examples new players can learn from
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