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Delusions of Grandeur (DOGMud)

Play now: www.dogmud.org (in your browser) · telnet dogmud.org 33333 · Free. Open beta. No monetization.

On the colony world of Gaius, belief matters. A symbiotic organism called the Chrysalis lives in every person, and it makes conviction physically real: magic is faith made manifest, and the way you live slowly reshapes what you are. The survivors of an old catastrophe have forgotten where they came from — but under the oldest hills, something that fell from the sky a very long time ago is still waiting to be understood.

The DOGMud web client — antique map, stat sheet, comms, and trigger automation

The browser client in play: a hand-drawn zone map with quest markers, the descriptive stat sheet (no raw numbers — your character is "remarkable," not "127"), live vitals for you and your companions, icon-based inventory, chat channels, active conditions, and a full trigger/macro/alias automation panel.


What to expect as a player

You are what you practice — no levels, no classes, no XP

Every stat and skill in the game advances only through use. Swing a blade and your blade-arm grows; haggle, taunt, and orate and your voice becomes a weapon; fold conviction into spells and the folds come easier. There is no character sheet to pre-plan and no build to ruin — your character becomes a record of how you actually played.

And the Chrysalis is watching. Fight like a wall and it thickens your hide; skulk and it sharpens your senses. Mutations emerge to match your playstyle — drifting outward from small generalist gifts toward nine identity clusters (Colossus, Ironhide, Ravener, Stalker, Ethereal, Manifester, Zealot, Weaver, Trickster), each crowned by a single earned apex transformation. Extra arms are real, rare, and let you wield up to six weapons at once. No menu. No respec. You grow what you've earned.

Three ways to fight — all of them real

  • Body — weapons, fists, and a deep grappling system: clinch, mount, side control, submissions, with position gating what both of you can do. Weapon reach matters; a longsword swings short from inside a clinch.
  • Belief — conviction-powered spellcasting across five schools (elemental, enhancement, mental, vital, manifestation). Spells build in folds over rounds; defenders can unravel them; the strong-willed can finish a cast flat on their back.
  • Voice — rhetoric is a true damage channel. Taunts hit, hold enemy attention, and scale like any other weapon.

Combat resolves on distribution-based rolls (crits and fumbles live in the tails, not on a d20), dodge/parry/block all genuinely compete every swing, and every line of the round is painted in color-coded prose. What you never see: raw damage numbers. Wounds are "light" or "grievous"; your foe is "staggering," not "at 34%."

A world that runs whether you're there or not

  • Shops with real economies — vendors price by their own stock and gold: overstocked goods go cheap, scarce ones inflate. Caravans and ferries physically haul the supply; foragers gather it; player crafters can sell into it.
  • An auction house with NPC bidders — collectors, crafters, adventurers, a merchants' guild, and a crown assessor all bid real gold against you (and each other).
  • NPCs with lives — townsfolk keep daily schedules, walk patrol routes, chat with each other, and remember you: gifts, insults, attacks, and quest outcomes persist, and reputation travels along faction lines. Guards remember crimes. Bounties accumulate.
  • Weather, seasons, and three moons — storm fronts roll across zones, seasons turn, and the moons' phases mechanically pull at stats and magic.

Things to do besides fight

Forty-nine zones and 1,300+ rooms of wilderness, cities, ruins, and worse; around eighty quests with branching dialogue and real choices; five crafting trades plus witcher-style alchemy where potions ferment, peak, and spoil (and toxicity is a resource you gamble with); salvage and foraging for materials; player guilds with shared treasuries; achievements and leaderboards; global chat, trade, and newbie channels; player-to-player mail with gold and item attachments; banks, warehouses, and a paid instance or two for when your party wants something that hits back properly.

Made to be easy to start

  • Play in the browser at dogmud.org — the full dashboard client in the screenshot above, with maps, quest tracking, clickable everything, and an automation panel (triggers, macros, aliases) built in. Or use any telnet/MUD client you already love: dogmud.org 33333 (GMCP, MSP, 256-color, UTF-8).
  • A guided tutorial if you've never played a MUD: a patient guide walks you through looking, moving, talking, and your first fight, one step at a time. Genre veterans can skip straight into the world.
  • Updates without disconnects — the server hot-restarts in seconds; telnet sessions hold straight through and the web client reconnects itself.

For the curious and the technical

DOGMud's world, systems, and much of the architecture are custom-built: distribution-based combat math, a unified three-channel damage pipeline, a 14-state grappling FSM, the mutation cluster graph, the living-economy loop, NPC opinion/faction/crime memory, a schedule/patrol/conversation layer, and a centralized messaging pipeline (compose → normalize → anonymize → color → wrap → deliver). Autonomous LLM playtest agents ("bug-finder," "feel-tester") play the game to surface issues before players do.

  • docs/world.md — the world-design document (lore, factions, zones, species)
  • docs/PATCH_NOTES.md — dated shipping log of everything
  • docs/ — schemas, guides, and system specs
  • novel/What the Moons Keep, a novel set on Gaius

Running your own copy

Clone, go run ., and connect to localhost:33333 (telnet) or http://localhost/webclient. A fresh checkout's default login is admin / password (you'll be forced to change it). Useful environment variables:

  • CONFIG_PATH=/path/to/overrides.yaml — config overrides without touching config.yaml
  • LOG_PATH=/path/to/log.txt — log to a file (default stderr)
  • LOG_LEVEL={LOW|MEDIUM|HIGH} — verbosity; logs rotate at 100MB
  • LOG_NOCOLOR=1 — strip color from logs

Built on GoMud

DOGMud is built on GoMud, an open-source MUD engine written in Go by the GoMud team. GoMud provides the networking, templating, scripting, web-client, and world-loader foundation that DOGMud extends. If you're interested in building your own MUD, the original project is well worth checking out:

Colorization is handled through github.com/GoMudEngine/ansitags.

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A fork of the Go based MUD (Multi-User Dungeon) server, heavily modified.

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