How the text-world codebases descend from one another. Tap any entry for its history, source code, and links to worlds still running. Solid lines show shared source-code descent; the dashed commercial branch is a parallel world of paid games on proprietary engines that don't share that code. ← The MUD Exhibit
The lineage and dates here are pieced together from these histories, plus the project documentation and reference links inside each entry: The MUDline & MUDdex (Lauren P. Burka) ↗, Richard Bartle's MUD history ↗, the MUD trees on the MUD Wiki ↗, and Wikipedia ↗.
Roy Trubshaw began writing MUD on the University of Essex DEC PDP-10 in 1978, first in assembly and later in BCPL. He handed development to fellow student Richard Bartle around 1980, who expanded it into a full game with rooms, objects, quests, combat and a scoring/levelling system. It ran on the Essex network (later reachable over ARPANET/JANET) and was commercialised on CompuServe in 1987. It established the conventions of real-time, multiplayer, text-based shared worlds.
Descendants here: AberMUD, Monster
Descends from MUD1 (Multi-User Dungeon)
AberMUD was first written in 1987 in the B language by Alan Cox, Richard Acott, Jim Finnis and Leon Thrane at the University of Wales, Aberystwyth (after which it is named), on a Honeywell mainframe; its gameplay was heavily influenced by MUD1, which Cox had played. In late 1988 Cox ported it to C to run on Unix at Southampton University, producing AberMUD2, and by 1989 instances ran across the UK. Later versions (IV and V, c. 1991) were released under the GNU GPL. Its portability and free availability made it a major influence on LPMud and DikuMUD.
Descendants here: LPMud, DikuMUD
Descends from AberMUD·also drew on TinyMUD
Lars Pensjö, a student at Chalmers University in Gothenburg, Sweden, developed the original LPMud game driver in 1989. An avid player of TinyMUD and AberMUD, he wanted TinyMUD's flexibility combined with AberMUD's style, so he created LPC (Lars Pensjö C), an object-oriented, C-like language that let people with little programming experience add rooms, weapons and monsters. LPMud's key innovation was splitting the system into a virtual machine (the driver) and a development framework in LPC (the mudlib). Its driver lineage forked into MudOS, DGD and the Amylaar/LDMud line.
Descendants here: Genesis (Genesis LPMud), MudOS, DGD (Dworkin's Game Driver), Amylaar driver (LPMud 3.2), Pike (programming language)
Descends from LPMud
Genesis LPMud was founded in April 1989 by Lars Pensjö as the first implementation of the LPC language, and therefore the first LPMud, originally hosted by the Chalmers Computer Society in Gothenburg. It runs on the CD gamedriver and mudlib (a descendant LPMud driver) and has operated for over three decades. It is maintained by a volunteer band of 'Wizards' led by a 'Keeper'.
Descends from LPMud
MudOS came into being on 18 February 1992 when a group of developers began working from LPMud v3.0 and renamed the result MudOS. It became one of the most widely used LPMud drivers, releasing several versions through 2003, and introduced network socket support that made InterMUD communication possible, plus LPC-to-C compilation. Many major mudlibs (Nightmare, TMI-2, Lima) were built on it, and its lineage continues today through its successor, FluffOS.
Descendants here: FluffOS, Nightmare Mudlib, TMI-2 Mudlib, Lima Mudlib, Discworld MUD
Descends from MudOS
FluffOS is a fork and continuation of MudOS, the LPMud driver that originated in 1992. A high-performance LPC interpreter and bytecode virtual machine, it adds contemporary capabilities such as UTF-8, WebSockets and TLS networking, and async database integration, while preserving full backward compatibility with existing MudOS codebases. It is developed openly on GitHub.
Some details for this entry are not firmly sourced and may be approximate.
Descends from MudOS
The Nightmare mudlib was released in December 1992, the first publicly available mudlib for MudOS. It was associated with Nightmare LPMud (founded 1992), one of the oldest continually running LPMuds until its closure in September 2005. The mudlib carried legacy code dating back to LPMud 2.4.5 until Nightmare IV, a complete rewrite. Its lineage influenced later mudlibs, including Dead Souls.
Descendants here: Dead Souls
Some details for this entry are not firmly sourced and may be approximate.
Descends from Nightmare Mudlib
Dead Souls is a mudlib for the MudOS/FluffOS driver written by George Reese (Descartes of Borg), the author of the earlier Nightmare mudlib, and later maintained by Bill Sanchez. Designed to be clean, well-documented and approachable, it became one of the most popular starting points for new LPMuds. Dead Souls 3 targets the FluffOS driver line; the museum runs the stock Dead Souls 3 world on the FluffOS 2.23 (MudOS-lineage) driver compiled to WebAssembly, with the whole mudlib compiled from LPC source in the browser at boot.
Descends from MudOS
TMI (The MUD Institute) was a MUD dedicated to developing a new LPMud server and mudlib and teaching LPC. The TMI-2 mudlib was released in March 1993, giving MudOS a third widely available mudlib alongside Nightmare and (later) Lima. The TMI lineage was influential in the development of later mudlibs, including Lima.
Some details for this entry are not firmly sourced and may be approximate.
Descends from MudOS
The Lima mudlib went into pre-alpha release on 21 July 1995 as a publicly available LPC mudlib for the MudOS driver. It became one of the well-known LPC mudlibs and is noted for its modular, layered design, listed among the major public mudlibs alongside CDlib, Dead Souls, Nightmare and TMI.
Some details for this entry are not firmly sourced and may be approximate.
Descends from MudOS
Discworld MUD was founded in 1991 in Perth, Western Australia, by David 'Pinkfish' Bennett, Craig 'Furball' Richmond, Sean A. 'Lynscar' Reith and Evan Scott, growing out of an earlier project. Built on the LPMud framework using the MudOS driver, it opened to the public in 1992 and released its own custom mudlib, tailored to the Discworld setting, in 1993. It is one of the longest continuously running themed LPMuds.
Descends from LPMud
DGD (Dworkin's Game Driver) is an LPC server written by Felix A. 'Dworkin' Croes. As the first LPC server not derived from the LPMud source, its single-user alpha was released for testing on 12 August 1993, followed by a multi-player release that September. DGD pioneered disk-based object storage, full world persistence, strict driver/mudlib separation, runtime morphism and automatic garbage collection. DGD 1.4 was released as open source on 3 February 2010.
Descendants here: SkotOS (StoryBuilder)
Descends from DGD (Dworkin's Game Driver)
SkotOS, the StoryBuilder game library, was developed by Skotos Tech (the prose-game company founded by Christopher Allen in 1999) on top of Felix Croes's DGD, an LPMud-family driver that Skotos licensed in February 1999. It powered roughly two decades of web-centric prose-roleplay games, including Castle Marrach, Lovecraft Country and others. After Skotos Tech wound down around 2020 the library was released as open source (AGPL, with game data under CC-BY-SA) and is maintained by the ChatTheatre project. As a DGD/LPC library it sits in the LPMud engine family.
Descends from LPMud
Jörn 'Amylaar' Rennecke took over development of the LPMud driver and produced the 3.2 series, commonly known as the Amylaar driver after its lead developer. This branch focused on stability and performance and became one of the principal LPMud driver lines. Development was later taken over by Lars 'Mateese' Düning, who renamed it LDMud from version 3.2.2 in 1997.
Descendants here: LDMud
Descends from Amylaar driver (LPMud 3.2)
LDMud began as a project to clean up and modernise the Amylaar LPMud 3.2 gamedriver. In 1997 Lars 'Mateese' Düning renamed the driver from LPMud to LDMud starting with version 3.2.2, prioritising Unix compatibility, bug fixes and code cleanup. It is regarded as the direct successor of the original LPMud driver. From 2008 a group of German-LPMud developers took over maintenance; it remains in use and is developed on GitHub.
Descends from LPMud
Pike has its roots in LPC, the language Lars Pensjö created for LPMud. Fredrik 'Hubbe' Hübinette began improving LPC into a dialect called LPC4; programmers at Lysator in Linköping, Sweden separated the language and virtual machine from the rest of the MUD driver. Because LPC's licence barred commercial use, a new GPL implementation called µLPC was written in 1994 and renamed Pike in 1996. The company now known as Roxen Internet Software supported its development; in 2002 Linköping University took over maintenance.
Descends from AberMUD
DikuMUD was created in 1990–91 by Sebastian Hammer, Tom Madsen, Katja Nyborg, Michael Seifert and Hans Henrik Stærfeldt at DIKU (Datalogisk Institut, Københavns Universitet) in Copenhagen, whose institute lent the game its name. Inspired by AberMUD, it adopted a Dungeons & Dragons–style system of classes, levels and stat-driven combat around the stock city of Midgaard. As one of the first freely available MUD servers it spread rapidly and became the basis for engines including Merc, CircleMUD and SMAUG. This museum runs the early 'dm-dist-alfa' distribution in your browser.
Descendants here: Merc, CircleMUD, SillyMUD
Descends from DikuMUD
Merc Diku MUD was developed by Michael Chastain ('Furey'), Michael Quan ('Kahn') and Mitchell Tse ('Hatchet') under the name MERC Industries. Release 2.1 was issued on 1 August 1993 and the final release, Merc 2.2, on 24 November 1993. Merc became one of the most influential DikuMUD branches, directly spawning ROM, EnvyMUD, GodWars and SMAUG.
Descendants here: ROM (Rivers of MUD), SMAUG, EnvyMUD, GodWars
Descends from Merc
ROM, originally 'Rivers of MUD', was created by Russ Taylor ('Alander') from the Merc codebase, with ROM 2.3 released in 1993 and the widely distributed ROM 2.4 following thereafter. Taylor formed the Rom Consortium in 1994. ROM reworked combat, skills and spells, ships the classic Midgaard stock area and starts new players in 'Mud School'. This museum runs ROM 2.4 beta 6 in your browser.
Descendants here: Anatolia, Aardwolf MUD
Descends from ROM (Rivers of MUD)
Anatolia ('Realms of Anatolia') was created by Serdar Bulut, Ibrahim Canpunar, Murat Bicer and Devrim Baris Acar and first released in 1997, originally a Turkish-language MUD that became one of the larger ROM-derived worlds. Built on ROM 2.4 (itself on Merc 2.1, itself on DikuMUD), it adds a 109-area stock world, a dozen classes (warrior, cleric, thief, paladin, ninja, ranger, samurai, vampire, necromancer, invoker, transmuter, elementalist), races with their own skills, choosable hometowns and alignment/ethos, and a remort system. This museum runs Anatolia 3.1 in your browser; new characters start in the Merc Mud School.
Descends from ROM (Rivers of MUD)
Lasher and Valkur, former players of the Aardvark MUD, opened Aardwolf to the public on 7 December 1996 on the ROM 2.4 codebase, with Lasher handling code and Valkur building the world. In March 2008 Aardwolf relaunched on a custom codebase written from scratch by Lasher, which DikuMUD author Hans Henrik Stærfeldt confirmed was not a Diku derivative, so the game is historically ROM-derived but now runs an independent engine.
Descends from Merc
SMAUG (Simulated Medieval Adventure multi-User Game) began in 1994 as a Merc 2.1–based MUD, Realms of Despair, developed by Derek 'Thoric' Snider and the Realms team. It added deities, clans, an expanded race/class system, online building and rich ANSI colour, and its source was first publicly released in December 1996, after which it became the base for dozens of MUDs and derivatives including Star Wars Reality. Version 1.4a (1998) is the last official release and the base for this museum's in-browser exhibit.
Descendants here: Star Wars Reality (SWR), AFKMud, SmaugFUSS
Descends from SMAUG
Star Wars Reality (SWR) was created in early 1997 from an early version of SMAUG to recreate the Star Wars setting, adding starships you can pilot between real star systems, space combat, the Force and playable species. It spawned numerous space-themed MUDs and codebases. SWRFUSS, the 'Fixed Up Smaug Source' edition, is a continuing community project to fix bugs in and modernise the SWR codebase, and is what this museum runs in your browser.
Descends from SMAUG
AFKMud (the AFKMud / Alsherok codebase) is a modern C++ continuation of SMAUG maintained by Roger 'Samson' Libiez and the Alsherok team since 1997. Built on SMAUG 1.8b, it has been rewritten and extended over decades, adding an overland wilderness map system, OasisOLC-style online building, MUDProgs scripting, a name-authorization system, connection history, MCCP compression and MSP sound, and modernised onto current C++ (C++23). The public release ships the Alsherok framework world rather than a large content world, so it serves as a clean, modern SMAUG sandbox; this museum runs it in your browser.
Descends from SMAUG
SmaugFUSS (Smaug Fixed Up Smaug Source) is the community's maintained continuation of the original fantasy SMAUG 1.4 codebase, led by Roger 'Samson' Libiez and members of the SMAUG community on the SmaugMuds/AFKMods site. Where SMAUG 1.4a (1998) was the last official release, FUSS keeps the same lineage (SMAUG → Merc 2.1 → DikuMUD) and the same Realms-of-Despair-style stock world (deities, clans, races/classes, online building, MUDProgs, rich ANSI colour), but fixes long-standing bugs, removes crashes and security holes, modernises the build (current C++), and adds MCCP/MSSP and IPv6. It is the canonical 'keep playing stock SMAUG' branch (the Star Wars conversion SWRFUSS is its sibling); this museum runs it in your browser.
Descends from Merc
EnvyMUD descends from DikuMUD through the Merc codebase and was first released as version 1.0 in 1994 by Michael Quan and Mitchell Tse, with contributions from David Love and Guilherme Arnold. Version 2.0 followed in 1995 and the 2.2 production release was finalised on 14 February 1997. Its documented lineage is DikuMUD → Merc → EnvyMUD 1.0 → 2.0 → 2.2.
Some details for this entry are not firmly sourced and may be approximate.
Descends from Merc
Richard Woolcock ('KaVir') created the original GodWars MUD in 1995 as a derivative of Merc 2.1. Thematically influenced by White Wolf's World of Darkness games, it featured supernatural PvP classes and spread very widely. Woolcock later wrote a separate from-scratch successor, God Wars II.
Descends from DikuMUD
CircleMUD was written by Jeremy Elson at Johns Hopkins University and first released on 16 July 1993 as a derivative of DikuMUD, intended as a clean, stable, well-documented base codebase. The 3.x line added OasisOLC online building and a larger stock world of roughly 1,880 rooms. Elson's final release was CircleMUD 3.1 (2002); development continued as tbaMUD. This museum runs CircleMUD 3.1 in your browser.
Descendants here: tbaMUD
Descends from CircleMUD
Following Jeremy Elson's final CircleMUD release (3.1, 2002), the codebase was renamed tbaMUD with version 3.51 and became the maintained continuation of the CircleMUD line, associated with The Builder Academy MUD. It keeps CircleMUD's approachable codebase while folding in the DG Scripts engine, OasisOLC online creation, a quest system and a large finished stock world (Midgaard plus ~190 zones). This museum runs the genuine tbaMUD server in your browser; the first character created becomes the Implementor.
Descends from DikuMUD
SillyMUD is a C MUD server codebase derived from DikuMUD, first released in 1993 by a group of developers including J. Brothers and J. Sievert. Distributed under the DikuMUD License, its most circulated release is version 1.1b, and it appears as a direct descendant ('Silly') in the canonical DikuMUD family tree. It later received an online-creation building system adapted from the Armageddon codebase.
Descends from MUD1 (Multi-User Dungeon)
Monster was written by Richard Skrenta at Northwestern University in 1988, in Pascal for VAX/VMS. Rather than a client-server design, each player ran a separate copy of the game sharing a common on-disk database. Monster was notable as one of the first multi-user games to let administrators build the world from within the game: online creation of rooms, objects and puzzles. Skrenta released the source on the Usenet group comp.sources.games in November 1988. Though never widely deployed, it was the direct inspiration for James Aspnes's TinyMUD.
Descendants here: TinyMUD
Descends from Monster·also drew on MUD1 (Multi-User Dungeon)
James Aspnes, then a graduate student at Carnegie Mellon University, wrote the first TinyMUD over a weekend in 1989 and ran it on lancelot.avalon.cs.cmu.edu. Inspired by Skrenta's Monster, it stripped out combat and levelling in favour of a building-focused, conversational world where players extended the world by creating rooms and objects. Written in portable C, it spread quickly across Unix systems and became the foundation for the entire social branch, including TinyMUCK and TinyMUSH.
Descendants here: TinyMUCK, TinyMUSH / MUSH, MOO
Descends from TinyMUD
The original TinyMUCK 1.0 server was written by Stephen White at the University of Waterloo in the winter of 1990, based on the TinyMUD 1.5.2 codebase, adding improved building. TinyMUCK 2.0 was released in June 1990 by Piaw 'Lachesis' Na, who added MUF (Multi-User Forth), a stack-based language for in-game server extensions. Versions 2.1 and 2.2 followed (1990–91) from Robert 'ChupChup' Earl, mainly as cleanup and portability releases; the 2.2 line became the basis for Fuzzball MUCK.
Descendants here: Fuzzball MUCK (fbmuck)
Descends from TinyMUCK
Fuzzball MUCK (fbmuck) is a TinyMUCK derivative built on the TinyMUCK 2.2 codebase, maintained by Belfry Webworks (developers including Points, Revar and Aerowolf). It added the MPI (Message Parsing Interpreter) language by version 5 in 1995, along with new MUF primitives, background database dumping and many other enhancements. Fuzzball powers many of the largest and longest-running social MUCKs, including FurryMUCK and Tapestries; development continues on GitHub.
Some details for this entry are not firmly sourced and may be approximate.
Descends from TinyMUD
In 1990 Larry Foard adapted the TinyMUD codebase to create the first TinyMUSH (MUSH = Multi-User Shared Hallucination), introducing the attribute-and-function 'softcode' language now called MUSHcode, which lets players program rooms and objects without touching the server source. It developed through a 1.x line and a major 2.0/2.2 line (TinyMUSH 2.2, from 1994, by Lydia Leong, Jean Marie Diaz and Deborah Hooker). TinyMUSH 3.0 (begun 1998, released December 2000) fused the TinyMUSH 2.2 and TinyMUX codebases. It is the ancestor or sibling of PennMUSH, TinyMUX and RhostMUSH.
Descendants here: PennMUSH, TinyMUX, RhostMUSH
Descends from TinyMUSH / MUSH
PennMUSH descends from Joseph 'Moonchilde' Traub's TinyMUD-derived MUSH work and the PernMUSH code. In January 1992 Lydia 'Amberyl' Leong took over the unmaintained code, extended it and improved its TinyMUSH 2.0 compatibility, and renamed it PennMUSH after the University of Pennsylvania. In 1995 she passed maintainership to Alan 'Javelin' Schwartz. First widely released in 1992, it remains actively developed in C and is one of the most popular MUSH server codebases.
Descends from TinyMUSH / MUSH
TinyMUX 1.0 was derived from TinyMUSH 2.0.10 and maintained by David Passmore, emerging around 1995–96. TinyMUX 2.0 began in 1998 as a port to Windows NT and was named TinyMUX 2.0 in 1999 when those changes merged back to Unix; the 2.x line is maintained by Stephen 'Brazil' Dennis. It emphasised portability and performance, and its codebase, alongside TinyMUSH 2.2, was one of the two bases fused to create TinyMUSH 3.0. Development continues on GitHub.
Descends from TinyMUSH / MUSH
RhostMUSH is a security-hardened MUSH server based originally on TinyMUD and the TinyMUSH/TinyMUSE line, known for extensive built-in administration, security and access-control features. It is maintained primarily by Ashen-Shugar, with RhostMUSH 4.0 development hosted on GitHub. Its exact first-release date is approximate.
Some details for this entry are not firmly sourced and may be approximate.
Descends from TinyMUD·also drew on TinyMUCK
Stephen White, drawing on his experience writing the programmable TinyMUCK system, created the first MOO server and released it on 2 May 1990. It introduced an object-oriented, in-database programming model to the MUD family. White's interest in the project soon waned, and with his permission Pavel Curtis took over development of a revised second version that became LambdaMOO.
Descendants here: LambdaMOO, Cold / Genesis (ColdC)
Descends from MOO
Pavel Curtis, then at Xerox PARC, took Stephen White's MOO design, language and code, fixed bugs and added features, and released the second version, LambdaMOO, on 30 October 1990. The LambdaMOO server (last canonical release 1.8.1) became the most widely deployed MOO codebase, and the LambdaMOO world remains online. Other early contributors included Roger Crew, Judy Anderson and Erik Ostrom. A 1993 incident in the world prompted Julian Dibbell's widely cited essay 'A Rape in Cyberspace'. This site runs the 1.8.1 server in your browser with the classic LambdaCore database.
Descendants here: LambdaCore, MOOSE Crossing, Stunt, HellMOO
Descends from LambdaMOO
LambdaCore is a stripped-down export of the core objects of the LambdaMOO world, distributed as a starter database for people setting up their own MOO. For much of MOO history it was the only widely available core, and it remains the most commonly used. Most later cores, including the educational enCore, derive from a version of LambdaCore.
Descendants here: enCore (High Wired enCore), Diversity University, MediaMOO
Some details for this entry are not firmly sourced and may be approximate.
Descends from LambdaCore
The High Wired enCore database was created by Jan Rune Holmevik and Cynthia Haynes, who founded the educational Lingua MOO in 1995. enCore is based on the 2 February 1997 version of LambdaCore, supplemented with educational tools. On 26 October 1997 the High Wired Project announced the beta release of enCore as the first publicly available MOO core designed specifically for education; it went on to power many educational MOOs.
Some details for this entry are not firmly sourced and may be approximate.
Descends from LambdaCore
Diversity University was created in the summer of 1993 by Jeanne McWhorter, then a sociology graduate student at the University of Houston, who served as its original arch-wizard. Built on the LambdaMOO server, its central metaphor of a virtual university campus and its use for actual online classes made it the first MOO dedicated specifically to education.
Descends from LambdaCore
Amy S. Bruckman established MediaMOO on 20 January 1993 while at the MIT Media Lab, as a professional online community for media researchers and educators. Built on the LambdaMOO server, it became an influential example of MOO use for scholarly community and was a precursor to her later learning environment, MOOSE Crossing.
Descends from LambdaMOO
MOOSE Crossing was developed by Amy S. Bruckman in 1996 as her MIT Media Lab doctoral work, a constructionist learning environment for children aged roughly 9 to 13. It ran on a modified MOO server and used MOOSE, an English-like programming language Bruckman designed to be easily learned by children while building objects. It closed in 2007 after about eleven years online.
Descends from LambdaMOO
Stunt is Todd Sundsted's extended version of the LambdaMOO server, based on the 1.8.3+ codebase. It adds multiple inheritance, anonymous objects, a native map datatype, JSON parsing, HTTP parsing, improved cryptography and file I/O, with later releases rewritten in C++. The canonical repository is toddsundsted/stunt; ToastStunt descends from it.
Descendants here: ToastStunt
Some details for this entry are not firmly sourced and may be approximate.
Descends from Stunt
ToastStunt, maintained by lisdude, is the latest in the chain of LambdaMOO-derived servers: it descends from Stunt (itself forked from LambdaMOO) and adds SQLite database support, PCRE regular expressions, IPv6, TLS and threading. It powers live MUDs such as Miriani and ChatMUD, and is paired with the ToastCore starter database. This site runs the ToastStunt server in your browser with ToastCore.
Descends from LambdaMOO
HellMOO opened in 2003, founded by several LambdaMOO programmers in Northern California who had previously worked on a similar MUD called CyberSphere. Built on the MOO/LambdaMOO lineage, it is set in a post-apocalyptic world and is restricted to players aged 18 and older due to its sexually explicit and violent content.
Some details for this entry are not firmly sourced and may be approximate.
Descends from MOO
ColdMUD was written by Greg Hudson at MIT in 1993, an object-oriented MUD server in the lineage of MOO and Stephen White's CoolMUD, using a C-syntax language (ColdC) over a disk-based persistent object database. After Hudson's last releases around 1994, Brandon Gillespie and Alex Stewart continued it as the Cold Software Project, renaming the driver Genesis, formalising the ColdC language, and rewriting the core library as ColdCore. Its best-known deployment is Worlds Apart's The Eternal City. (Not to be confused with the unrelated LPMud world 'Genesis', Lars Pensjö 1989.)
Alongside the freely-copied academic codebases, a commercial branch grew on the paid online services (CompuServe, GEnie, AOL) and later the web. These games ran on proprietary engines written in-house rather than forks of DikuMUD, LPMud or TinyMUD, so they share the genre's heritage but not its source code. The dashed connectors mark this parallel, code-independent lineage. The near-bridges are The Eternal City (on Cold/Genesis, in the MOO branch) and Castle Marrach (on SkotOS, built on DGD in the LPMud branch), whose engines are themselves open codebases in this tree.
Descendants here: British Legends (MUD1 on CompuServe), Island of Kesmai, GemStone III / IV, Darkness Falls: The Crusade, Achaea, Dreams of Divine Lands, Legends of Terris, The Eternal City (TEC), Castle Marrach, Dragon's Gate, Federation II, MajorMUD, Threshold RPG, Avalon: The Legend Lives, Shades
Part of Commercial & proprietary engines·also drew on MUD1 (Multi-User Dungeon)
MUD1 (Trubshaw & Bartle, Essex 1978) was licensed to CompuServe in the United States, where it ran as British Legends from 1987 until CompuServe retired it around 1999. This is the original MUD continued commercially: the same Bartle/Trubshaw heritage as the open-source tree's root, but a separate, closed line rather than a feeder of the AberMUD descendants.
Descendants here: MUD2
Descends from British Legends (MUD1 on CompuServe)
MUD2 is Richard Bartle's 1985 rewrite and successor to MUD1, run as a commercial service over the following decades. It carries the original Essex lineage forward independently of the open-source codebases, and a version remains playable today.
Part of Commercial & proprietary engines
Island of Kesmai launched on CompuServe in 1985, developed by Kelton Flinn and John Taylor of Kesmai, building on their earlier Dungeons of Kesmai (c. 1980). A paid, roguelike-style multiplayer world charged by the hour, it is frequently cited as the first commercial MMORPG and ran on Kesmai's own software, independent of the open MUD codebases. Kesmai was bought by News Corp (1994), sold to EA (1999), and the games were shut down around 2000–2001.
Descendants here: Legends of Kesmai
Descends from Island of Kesmai
Legends of Kesmai brought the Kesmai world to a 2-D graphical client on AOL in 1996, on Kesmai's own engine. Like its predecessor it was shut down around 2000–2001 after the company passed to News Corp and then Electronic Arts.
Some details for this entry are not firmly sourced and may be approximate.
Part of Commercial & proprietary engines
GemStone III launched on the GEnie online service in 1990, developed by Simutronics on their in-house Interactive Fiction Engine (IFE), written in C. It continues today as GemStone IV (since 2003), carrying its world and characters forward, and is frequently cited as the longest-running commercial MUD. The engine is proprietary and unrelated to the open codebases. (Its game rules originally licensed Iron Crown's Rolemaster system, which was removed by the mid-1990s: a rules licence, not a code lineage.)
Descendants here: DragonRealms
Descends from GemStone III / IV
DragonRealms launched in 1996 on Simutronics' Interactive Fiction Engine (the same proprietary C engine as GemStone) and remains in operation. It is shown here under GemStone to mark the shared Simutronics engine, not a separate code fork.
Part of Commercial & proprietary engines
Darkness Falls began as the BBS game Tempest by Interesting Systems, evolving into a three-realm PvP text MUD; Mythic Entertainment was formed in 1995 from the merger of Interesting Systems and Mark Jacobs's AUSI. The successor, Darkness Falls: The Crusade, ran on AOL and the web from 1999 until it closed around early 2006. Its realm-vs-realm design and server became the basis for Mythic's graphical Dark Age of Camelot. The engine was Mythic's own, independent of the open codebases.
Part of Commercial & proprietary engines
Achaea launched in 1997, the flagship of Iron Realms Entertainment (founded by Matt Mihaly). It runs on Iron Realms' in-house Rapture engine (after the earlier Hourglass and Vortex), which powers all of the company's worlds. Rapture is a custom engine rather than a fork of any open codebase, so Achaea is genre-influenced by the Diku and LP traditions but not code-derived from them.
Part of Commercial & proprietary engines
Created in 1993 by Paul Barnett and Doug Goldner and launched on AOL (UK 1995, US 1996), Terris, later Legends of Terris, was for several years among AOL's most-played games before moving to the web with a custom front-end. It runs on Goldner's custom 'Horizon Engine', independent of the open codebases. Its current operational status is unconfirmed.
Some details for this entry are not firmly sourced and may be approximate.
Part of Commercial & proprietary engines·also drew on Cold / Genesis (ColdC)
The Eternal City launched in 1996 (Worlds Apart Productions) and is now operated by Three Seas LLC, remaining active. It runs on Worlds Apart's own game system built on Cold/Genesis: the ColdC language, descended from ColdMUD, an object-oriented server in the MOO lineage. Skotos published and hosted TEC from 2001 under license, but unlike Skotos's own DGD-based SkotOS games (such as Castle Marrach) it kept its ColdC/Genesis engine rather than being ported. Because that engine is itself an open codebase in this tree, TEC is the closest the commercial branch comes to the open-source lineage.
Part of Commercial & proprietary engines·also drew on SkotOS (StoryBuilder)
Castle Marrach was Skotos Tech's first and flagship multiplayer interactive-fiction game, opening its beta in 2000 on the company's SkotOS library (which runs on Felix Croes's DGD, an LPMud-family driver). It emphasised mandatory, prose-based social roleplay: characters awaken from a kind of cold storage with lost memories inside the Castle, interacting with other players and with StoryTellers. It was the largest SkotOS-based game; after Skotos Tech wound down around 2020 it was among the games spun off to continue independently.
Some details for this entry are not firmly sourced and may be approximate.
Part of Commercial & proprietary engines·also drew on Darkness Falls: The Crusade
Dragon's Gate was developed by Adventures Unlimited Software (AUSI), founded by Mark Jacobs, with its core based on AUSI's earlier game Aradath (designed by Jacobs around 1985) and co-developed with Darrin Hyrup. It opened to the public on GEnie in spring 1990, moved to AOL in 1996, and finally ran on an independent server until it closed on 10 February 2007, one of the longest-running pay-to-play text MUDs. AUSI's lineage leads to Mythic Entertainment (formed 1995 from Jacobs's AUSI and Rob Denton's ISI), which also made Darkness Falls and Dark Age of Camelot.
Part of Commercial & proprietary engines
Federation traces to 1985, when Compunet ran the 'Multi-User Galaxy Game' as a science-fiction alternative to MUD1; when a programmer left, Alan Lenton rewrote it from scratch as Federation II (there was no Federation I). It opened on 10 January 1988 on Compunet (cited as the first MUD with a non-fantasy setting), moved to GEnie in 1990 and AOL from 1995, then ran on the web under ibgames. The original game closed on 1 October 2018 after roughly 30 years; a community revival (Federation 2) continues with Lenton's blessing using ibgames' released source.
Part of Commercial & proprietary engines
MajorMUD was created by West Coast Creations (WCC), a Canadian group led by Lance and Cathy Neumann. It was released on 4 November 1994 as a paid third-party module for Galacticomm's The Major BBS / Worldgroup bulletin-board platform, and became one of the most popular commercial door games of the BBS era. WCC sold the game to Metropolis Gameport in 1999; Metropolis shut down around 2008. The game survives through retro BBS systems and the MBBSEmu emulation project, which runs the original Worldgroup module on modern hardware.
Part of Commercial & proprietary engines·also drew on LPMud
Threshold RPG was created by Michael A. Hartman ('Aristotle') and launched on 17 June 1996, the same year he founded the studio Frogdice. It is written in LPC (the language of the LPMud family), but its operators describe it as a custom code-base rather than a stock LPMud or DikuMUD distribution. Strongly roleplay-enforced, it has run continuously for roughly three decades and ranks highly on listings such as Top Mud Sites and The Mud Connector. Whether it forked a specific driver/mudlib or was written from scratch is not firmly documented.
Some details for this entry are not firmly sourced and may be approximate.
Part of Commercial & proprietary engines·also drew on MUD1 (Multi-User Dungeon)
Avalon: The Legend Lives was written by Yehuda Simmons and first released on 28 October 1989, coded in a bespoke language on an Acorn Archimedes; Daniel James joined development around 1990. It went independent in 1990 and became pay-for-play in 1994. It is frequently described as the first MUD to combine a consistent fantasy storyline with a commercial venture, and ran for decades as one of the longest continuously running online role-playing games, with regular outages beginning around 2023. (It is not the first commercial multiplayer game overall: Island of Kesmai, 1985, predates it.)
Some details for this entry are not firmly sourced and may be approximate.
Part of Commercial & proprietary engines·also drew on MUD1 (Multi-User Dungeon)
Shades was begun at Christmas 1985 by Neil Newell, a MUD1 player who started writing his own MUD when MUD1 was shut down over the holidays; though inspired by MUD1 it was original code, not a derivative. It became a commercial MUD via British Telecom's Prestel and Micronet 800 networks, one of the earliest pay-to-access multiplayer text games in Britain. Its chief rival on the same platform was Gods, by Ben Laurie. A scandal involving Shades is recounted in Indra Sinha's memoir 'The Cybergypsies'. Its commercial life ended when BT closed Micronet on 31 October 1991.
Descendants here: Gods
Descends from Shades·also drew on MUD1 (Multi-User Dungeon)
Gods was written by Ben Laurie, begun around 1985 and run commercially from 1988 on British Telecom's Micronet 800 / Prestel networks alongside its rival Shades. A MUD1-style game, it was noted for letting players build and extend the world from within the game (online creation). Like Shades, its commercial run ended with the closure of Micronet on 31 October 1991. It is shown here under Shades to keep the two Micronet rivals together.