
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.
Early Access: Week 101 in Review
- Newcomer Mode is no more, with the Tutorial added, the top buttons are unified and simple
- CONF is now simpler
This week comes with one overdue but major addition: The Tutorial! :)
The first iteration is simple, but it allowed me to eliminate the Newcomer Mode / Pro Mode duality - right now, the first step goes through the interface, and the second step introduces the Code and the X/Snippet interface
Other Changes:
- Guide articles now have Prev / Next buttons- Newcomer Mode is no more, with the Tutorial added, the top buttons are unified and simple
- CONF is now simpler
[ 2021-01-03 21:55:29 CET ] [Original Post]
GAMEBILLET
[ 6537 ]
GAMERSGATE
[ 2886 ]
MacGamestore
[ 4866 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB