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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.
It was a dark three weeks. Initially I decided to concentrate on moving to my new home. It's far away from the city, in a serene place where I can just concentrate on work. I shouldn't have stopped working on Adventure Land, didn't expect things to drag on this much. There's still at least one week to go.
Apart from minor bugfixes, there was almost no progress, one promising bugfix is for the location correction routine, it seems each correction was faultily stopping characters on the client side, while they still continued to move on the server, this caused the cascading corrections that probably most of us experienced at one point
Planning to start the Halloween event this week, and enrich the event continually
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