r/PBBG

▲ 823 r/PBBG+14 crossposts

I am the solo developer of Scapewatch: Idle MMO, an incremental / idle MMO I’ve been working on for quite a while. Every piece of art in my game is paid for by a real human artist. I have worked with three different artists to bring out the best experience I can afford to the players.

Scapewatch gameplay: training skills, chasing upgrades, joining clans, progressing your account, unlocking pets, pushing raids with friends, and coming back later to see what your character accomplished.

The game is built around long term progression rather than quick resets. I wanted to make something for players who enjoy watching numbers go up, planning efficient grinds, collecting rare drops, filling collection logs, and slowly building an account they care about.

Current systems include:

  • Massive hand-designed open world
  • 28 skills
  • Clans, friends lists, and social features
  • Dungeons and raids
  • Pets
  • Capes
  • Leaderboards
  • Quests
  • Offline progression
  • Collection logs

My goal is to make an idle MMO that feels more like a real online world: social, grindy, long-term, and full of things to chase.

The Steam page is live now, and our playtest will soon go live.

Scapewatch: Idle MMO

https://store.steampowered.com/app/4671380/Scapewatch_Idle_MMO/

Discord

https://discord.gg/7tsv4mbGRR

Platforms: Windows, Linux, and more coming later.

I would genuinely love feedback on the Steam page, screenshots, description, or anything that feels unclear. I’m solo and new to all of this, so even small advice helps a lot.

Thank you for reading! See you in the land of Scapewatch :)

u/PuzzleDrops — 5 days ago
▲ 16 r/PBBG

Idlemir - idle-MMORPG inspired by Ultima Online and Runescape. Play in browser/mobile - very low traffic

Hiho, browser brothers! For 3 years I'm solo developing an idle MMORPG, hand-written from scratch, without using any engines/frameworks. All logic server-side (no cheating / data mining).

Recently I've added guest mode (no registration required), tutorial an much more stuff!

Key features:

- Mostly AFK / semi-AFK gameplay: set up a build and see how it performs
- Freedom: be good or bad
- The map: a huge world with different terrain and features that affect your hero
- Exploration: each location (and there are thousands) can be explored
- A serious, book-like storyline that unfolds over time
- Long-term progression - improve 100+ skills, from stealing and musicianship to transmutation and treasure hunting
- Offline progress (gold, stat points, rest experience)

Game works in desktop/mobile and very low traffic (<1 MB/hour):

https://idlemir.com/

The game is still in early testing - some mechanics are incomplete, but there won't be a wipe. I've tried to capture the spirit of classic RPGs, but may have gone too deep into it. Now my goal is to make the game easier to get into, so I've recently started implementing a tutorial.

Feedback is very welcome. I read everything and regularly implement changes based on it. Thank you for it, folks! :D

reddit.com
u/gameglaz — 1 day ago
▲ 13 r/PBBG+1 crossposts

6 weeks since launch: 300 DAU, 1,800 sign-ups in a brand-new browser mafia &amp; crime RPG — and the leaderboards are wide open

Six weeks ago I launched The Fifth Family, a browser-based mafia/crime RPG with native iOS and Android apps.

The state of the districts right now:

- 1,800+ players have signed up

- ~300 are logging in daily

- ~730,000 Plinko balls dropped in the casino

- 445,000+ crimes committed across the world

- 69 families have formed

- ~17,000 heist sessions pulled so far

- ~2,300 player-to-player market trades completed

- 190 active listings on the item market right now

That's small enough that you'd actually matter if you joined this week. The top of the leaderboards isn't locked. Family hierarchies are still being decided. Arena season rankings are open and start over weekly. If you've ever wanted to drop into a browser mafia game where you have a real chance of being in the Hall of Fame, that time is now!

--------------------------------------------------------------------------------------------------

What the The Fifth Family actually is:

- 7 districts to climb through, starting Downtown and currently up to The Waterfront. A named boss at the end of each upon bronze mastery completion.

- 52 crimes with mastery progression. The more you commit a specific crime, the better you get — and rare item drops unlock at mid game districts.

- Real PvP with consequences. Stat-based combat (Strength, Defence, Agility, Dexterity). Wins steal cash from the loser's wallet. Losses send you to hospital for a real-time cooldown.

- Every combat formula is visible in the gym — block, dodge, crit all on the same checkpoint table from 5% to 50%.

- A highly popular Street Intel system with prestige & global variables that can alter your chances. A real place to grind Legendary loot.

- Player-driven economy. The Fence buys your loot for Mafia Gold. The Item Market lets you list anything in your inventory for cash. Every price you see is set by another player with alternative routes through the NPC Shop(Fifth Shop).

- Async Weekly Arena where the top 100 win rewards — cash, gold, exclusive gear, and a unique Arena Belt cosmetic that only the #1 player gets each season.

- Working in-game stock market with 4 companies and live price movement.

- 11 multi-stage heists with push-your-luck mechanics, capped at 6 per day so you can't just grind them - strategy matters to maximize your daily earnings.

- Smuggling routes between districts with dynamic pricing.

- 5-rank family hierarchy (Associate → Soldier → Capo → Underboss → Don) with family perks, real-time chat, and upcoming Family war systems.

- Mansion system with upgradable rooms.

- Bloodlines (Warlord, Shadow, Empire).

- Battle Pass with 150 tiers. 8 careers. District mastery with permanent cash bonuses.

Why I think it's worth your time:

Mobile-first design. Native iOS and Android apps. Same account as web. ~68% of our actives play primarily on Mobile. Not only that, we're trying to evolve differently to your typical RPG's in this genre - the similarity will always be there, but how we implement our vision is different.

Transparent systems. Every combat formula, every stat tier, every drop rate is visible in-game. No hidden multipliers.

Weekly content cadence. Public Gazette for patch notes/news, fast response on Discord, real feedback loops with players. The async Arena, Blood Bonds, a rebuilt Rackets, Street Racing mini-game, +32 new Items, step based Heists, 7 new Real Estates & much more all added since launch.

Sign-up is email and password. No install unless you prefer the App.

Thirty seconds.

Game: https://www.thefifthfamily.com/

u/the_fifth_family — 5 hours ago
▲ 13 r/PBBG+3 crossposts

UPDATE #0.5.95 - Custom city titles !

Play NOW!

Thank you u/Katana, u/Dyrianne, u/Nemesi, u/Marth & u/GuglielmoTell for your donations, the game is being developed faster thanks to you!

  • New role for the internal affairs councillor! The internal affairs councillor can now create new titles to assign to citizens: these can even grant access to the chat reserved for city council members and have a salary!
  • Although the internal affairs councillor can create titles, only the mayor can assign them!
  • A city that has built a bank now earns 70 coins per day just from it; however, when salaries are withdrawn they are deducted from the mayor's treasury.
  • New section in the bank: Statistics! Here you can view some interesting personal and server-wide economic data!
  • Hovering over menu icons now shows a tooltip. thanks u/Massimo
  • Eating food without enough hunger points now shows the correct message. thanks u/Massimo
  • When upgrading a skill, Roman numerals no longer appear. The confirmation modal has also been revised — it now shows the skill you want to upgrade, the required experience, and the remaining experience should you decide to confirm. thanks u/Dyrianne, u/SIKA3BOURA
  • Fixed the display bug for new items and tailor productions. thanks u/LorenzoMedici, u/Katana
  • When posting a buy offer, the page no longer reloads, allowing the user to post multiple offers of the same type without re-entering all the data.
  • When working in the workshop, experience now updates in real time. thanks u/LorenzoMedici
  • When viewing read messages, the surname no longer appears duplicated in the signature. thanks u/KWM

BALANCING:

  • The iron cost of all tools, except those used for working fields, has been lowered from 4 to 3
  • The number of handles produced increases from 4 to 8
  • Producing handles now costs 4 units of wood instead of 5, 25 fatigue points instead of 20, and takes 20 minutes instead of 15.

>

  • The kitchen can no longer produce apples
  • Bourgeois now produce onion soups, no longer nobles
  • Onion soup now feeds nobles 6 hunger points instead of 8
  • Grapes now feed nobles, granting 2 hunger points

>

  • Harvesting fruit from an apple tree now produces 12 apples instead of 6
  • NPCs now harvest 1 apple every 400 minutes instead of 300 minutes

>

  • Bourgeois in kitchens now produce wine and no longer bread
  • Commoners in kitchens now produce bread and no longer wine

>

  • Field NPCs can now produce cotton
  • Commoners now take 2800 minutes instead of 1440 to produce 1 unit of grapes
  • Resources extractable at collection points now increase every day by 5% of maximum capacity instead of 10%

>

What should we expect from the next update? The next update will probably be #0.6, with which it will become possible to conquer a castle and fight the first wars. However, in the early stages it will be for testing purposes only and will have no in-game significance. I am working on a mini-game that will allow you to simulate battles: once the entire system is tested, I will launch in-game wars.

I am building the military port — will I actually have an advantage if I build it before others, or are naval battles far away? Naval battles and port occupation are the second thing to do after completing the baron's castle. Predicting whether you will actually have an advantage at the current state is very difficult for me to forecast. For example, if we look at Rome and Palermo, in all likelihood they will finish the port together or one shortly after the other, so they will have roughly no advantage given that I estimate naval battle implementation in about a month. Other cities like Naples, London and Stockholm, on the other hand, could find themselves at a disadvantage without a military naval port in a month. But the same argument applies to those without infantry and archer barracks. One thing is certain: as soon as the first commercial or military port is built, it will no longer be possible to travel on foot beyond the land.

Horses for faster travel — when? By August, but after #0.6. As I believe I have already mentioned, when we deal with counties two types of fields will be implemented: the breeding field and the encampment field. From version #0.6 you will begin to change your perspective and your way of seeing the boundaries on the map, but we will talk about this in the next #DevBlog

Play NOW!

u/f_creator — 1 day ago
▲ 55 r/PBBG

TERRA — a browser-based space economy MMO where the “game UI” is an operating system

Join our Discord if you want to follow development or read more about the systems/mechanics.
Discord link! https://discord.gg/w2Z2HuZhJN

I’m working on a PBBG-style browser MMO called TERRA — short for Trade, Expansion, Resource & Route Administration.

Development has just started, a play test will be a while away yet!

The idea is that you run a frontier space logistics company through an in-universe operating system called Terra OS. Instead of walking around or manually flying ships, you manage everything through programs like:

BASE.exe — your planetary base
BPROD.exe — production chains
STORAGE.exe — inventory and cargo
SHIP.exe — ship condition and cargo stats
RTE.exe — route planning
MKT.exe — markets
CNT.exe — contracts and missions

The core loop is intentionally simple for MVP:

Build base → produce goods → store cargo → send ships → sell goods → expand

Ships aren’t flown manually. They’re logistics assets. You choose the ship, cargo, destination, reactor usage, fuel/risk balance, then the backend calculates travel time, route risk, possible damage, and profit.

The current MVP is scaled right back: one stable gameplay loop, persistent progression, simple workers, basic production, one wallet, station selling, and shared market visibility. No huge fake economy yet. No overbuilt politics. No deep combat system. Just proving whether the base → route → profit loop is fun.

TLDR MVP feature list:

  • One starter base
  • Basic production chains using node based graphs
  • Storage and cargo handling
  • One basic ship
  • Route timers and simple route risk
  • Station selling
  • Simple market visibility
  • Credits-only wallet
  • Basic workers
  • Terra OS app-style interface

TLDR Version 1 feature list:

  • More star systems and routes
  • More planets and moons
  • More ship types and upgrades
  • Expanded production chains
  • Better station services
  • Contracts and missions with reputation
  • POIs, probes, scanning, pointcloud data, ship mining and ship salvage
  • More market depth and regional supply/demand
  • Route hazards, piracy risk, and insurance
  • Worker needs, satisfaction, and base stability
  • Stronger Terra OS apps, alerts, logs, and dashboard tools, SSH, Terminals
  • Basic shared economy pressure without going full simulation-heavy

The UI direction is probably the thing I’m most excited about. I want the whole game to feel like a dark sci-fi corporate dashboard, with movable OS-style panels, logs, alerts, terminal commands as an optional advanced input, and a 3D base/starmap running behind it.

I’m trying to keep it realistic for a browser MMO, so the actual simulation is backend-driven values, timers, inventories, and policies — not thousands of physical items or NPCs walking around.

Note on AI images / concept work:
Some images I share during development are AI-generated and are used for ideation, inspiration, mood, layout, and visual direction only. They are not final game assets, not promised production art, and not representative of finished in-game visuals.

I’d be interested in general feedback on the idea, especially:

  • Does the OS-style interface sound interesting or too much?
  • Does the logistics loop sound clear enough?
  • What would make you want to check back every day?
  • What would make the game feel multiplayer without needing constant live interaction?
  • Is there anything that feels missing?
u/doole95 — 4 days ago
▲ 118 r/PBBG+1 crossposts

Links:

-URL: https://www.solvendra.com
-Discordhttps://discord.gg/G2BvyxZJHp

What is Solvendra?
Solvendra is an idle MMO with incremental aspects, currently in alpha. It has 20 skills and 3 combat styles that aim to reward the player's choices. We do not like to limit players in any way. It's planned to have over 250 enemies, 60 dungeons, 2000+ items, 600+ collectibles, achievements, guilds, cards, pets, raids, skill trees and so much more.

What is new?
As we promised in the past. We learned how to draw pixel art and making all equipment visible on the characters. For male and female.

It has taken a few months to figure out our art style, but I'm happy with the results. It's coming along slowly, but I love the results. There's still room for improvements, but we will keep drawing until the current content cap level 50.

Additionally, we have been updating content on the side. We have added skill trees, abilities (art is not finished yet) and plenty of bug fixes.

Soon we'll also add 3 new skill trees for combat, market and much more!

Now that we are comfortable and confident about our art, we aim to replace all the placeholders and make a proper game.

Thank you for your feedback, as always!!

u/SolvendraMMO — 9 days ago
▲ 16 r/PBBG

CozmoGame / solo-built persistent space strategy game, soft launch and looking for feedback

Hey r/PBBG,

Solo dev here. I've been building CozmoGame over the past year, a persistent space strategy game that runs entirely in the browser. Just hit soft launch and I'd really value this community's feedback before the first official universe opens.

If you've played OGame, you'll feel at home. The DNA is there: planets, mines, research, fleets, espionage, alliances, real-time combat. But I built it because I wanted to fix some things that bug me about the genre defaults.

What's different from genre defaults:

  • No moons. Sensor Phalanx, Jump Gate, and a new 5-tier Sensor Disruptor are all planet structures. No "grind a moon to unlock real gameplay" gate.
  • Mines buffed, late-game capped. Faster economy ramp, but I capped scaling so the universe doesn't snowball into 1e15 numbers.
  • Academy skill trees. Replaced the old per-officer fee system. 6 trees (Geologist, Navigator, Dockmaster, Engineer, Scientist, Technician), 30+ skills. You spend skill points (1 per level), invest where you want. Long-form progression layered on top of standard research.
  • Intelligence Pacts. Bilateral diplomacy, two players sign a 7-day pact and share attack-mission intel both ways. DM cost + cooldowns prevent abuse. Alliance auto-share works alongside it.
  • New missions: Deep Spy (recurring intel ticks on a target), Collect Resources (single dispatch pulls from all your planets), Distribute Resources (pushes to all). Multi-Expeditions queues every expedition slot in one click.
  • Sensor Disruptor (5 cumulative tiers). Progressively degrades enemy phalanx scans. No blackout, direction and a fuzzy timing window always remain. Multi-scan averaging still works but pays scaled deuterium. Pure jitter timing model, no bucket rounding.
  • Deterministic seeded combat with reproducible reports + a built-in combat simulator.
  • 8 languages, EN/DE/FR/PL/ES/TR/IT/RU.
  • Web-only, fully responsive. Plays the same on desktop and mobile browsers.
  • On monetization: Dark Matter exists but its gameplay impact is intentionally small, speeds up some processes, unlocks conveniences. It can't buy resources, ships, defenses, or combat advantages. The strongest players in the beta universe got there through play, not payment.

Soft launch state:

Beta universe is open right now. Small player count, fast iteration, bugs fixed daily.

First official universe launches once beta concludes, everyone starts together, no veteran lead.

Beta testers receive 1M Dark Matter on registration and a 2× starter bonus when the first official universe opens.

About me: Solo dev from Istanbul, built this over the past year. Community-driven dev, if players propose mechanics that fit the game's logic, I add them. If something doesn't work, it goes.

I'm here to engage. Ask anything, specific systems, balance philosophy, design choices, solo-dev workflow, why I removed moons, whatever. Honest feedback is what beta is for.

Links:

Game: https://cozmogame.com/en

Discord: https://discord.gg/AwMrEgFG

u/YogurtWooden — 6 days ago
▲ 3 r/PBBG

Nexus Legacy playtest is live: looking for PBBG feedback

Hey r/PBBG!

I posted here recently about preparing Season 0 for Nexus Legacy, and the feedback/questions were very useful. Today the game moves from pre-registration into its first public playtest.

Nexus Legacy is a persistent browser-based space strategy MMO inspired by old-school long-term strategy games, but with a stronger focus on colony industry, exploration, research, fleets, alliances, and a modern UI.

The playtest is live now.

This is a 7-day test server, not a polished launch. The goal is to see how the early game feels when players start together, test server stability, and collect feedback before the full Season 0.

Core points:

- Persistent real-time galaxy

- Planet building and production chains

- Research, shipyards and fleets

- Scouting, PvE and expansion

- Alliances and territorial competition

- Browser-based, no download required

- No pay-to-win

There are no paid resource packs, no paid speed-ups, no paid construction boosts, and no paid combat advantage.

I’m mainly looking for feedback on early-game pacing, UI clarity, resource balance, timers, and whether the first hour makes you want to continue.

Play / register:

https://nexuslegacy.space/register

Discord:

https://discord.gg/DqWcybWFJN

Thanks again to everyone who commented on the previous post. I’ll be around to answer questions and collect feedback.

u/Jegor_Krafte — 3 days ago
▲ 19 r/PBBG

Tidefall: Public Playtest 02 | A Maritime Idle MMO with Sailing, Trade and Piracy

Good evening folks,

I'm opening up the second public playtest for Tidefall and would love some fresh feedback.

Since the first playtest, I've continued refining the game with daily patches, with a lot of work focused on mobile design, presentation, feel, and the early player experience. This round is about seeing whether those improvements are landing, especially on mobile, and whether the game feels more compelling, readable, and worth investing further in.

Play here: https://www.playtidefall.com
Discord / feedback: https://discord.gg/Y4bMAA5t2c

Tidefall is a premium maritime-themed online game that combines idle progression with a persistent real-time 2D world where you sail between ports, gather resources, trade, explore, fight enemies, and pirate other ships. You start as a single captain with one ship, building your way up through trade, gathering, exploration, and combat. Over time, the goal is to grow from a lone vessel into a fleet, expand your influence across the world, control valuable resources and territory, and take part in larger guild warfare across a persistent online world.

I previously built Genleo: The Land of Eratica back in the 2000s, and Tidefall is my return to the kind of game I've always loved making: persistent, progression-focused, and built around a world that feels alive.

What I'm after:

  • 15–60 minutes
  • No download
  • No registration
  • Honest first-impression feedback, especially on mobile

I'm also interested in feedback on:

  • How the game feels on mobile overall
  • UI readability, font sizes, and tap comfort on smaller screens
  • Whether the layout feels clean, cramped, or difficult to use on mobile
  • Map readability, colours, and clarity while playing on a phone
  • Performance, responsiveness, and load times on mobile
  • Whether the opening tutorial experience feels appealing, confusing, or slow
  • Whether the concept feels strong enough to keep developing

For anyone who played the first public playtest, thank you. A lot has changed since then, and this round should feel noticeably more polished. If you give it a try, I'd really appreciate any thoughts either here or in Discord.

u/sephirith — 4 days ago
▲ 8 r/PBBG

Built a browser-based MMORPG that runs in your browser based on old Tibia

I've been working on a project called Minibia. It's a classic 2D MMORPG that runs in your browser.

I wanted to make an old school MMO that's easy to get into. No client to download, no app store, nothing to install.

You just open a link and play. Works on your phone, tablet, or PC.

What it's about:

- Classic top-down 2D MMO with real-time combat

- Fully playable on mobile with touch controls

- Open-world PvP where death actually matters

- Guilds, housing, trading, quests

- Full desktop experience with hotbar, minimap, and chat

- Free to play, no pay to win

It's inspired by that early 2000s era of MMOs when things felt more dangerous and social.

You can try it out at minibia.com. Character creation takes a few seconds.

Happy to hear any feedback.

u/Eric_konster — 1 day ago
▲ 5 r/PBBG

Swarm MMO: Implemented Your Feedback

Hi all

Recently I posted about my game Swarm MMO (https://www.swarm-mmo.com), a browser-based idle MMO where you command a swarm and conquer planets.

I received a lot of feedback which I implemented over the weekend. Thank you all for the constructive feedback! New features include:

- A better map view when zooming out
- Chat
- Allow users to be logged in from multiple devices at the same time
- Reduced the price for premium functionality

Whats also planned:

- Improved alliance system
- Ally/enemy indicator on the map

A new game has just started, so feel free to hop back in and try it out. Thanks!

reddit.com
u/fabian_boesiger — 3 days ago
▲ 0 r/PBBG

War Era is a new and fast-growing geopolitical browser MMO, similar to games like eRepublik, e-Sim and eDominations.

The game is only around 10 months old, which means new players can still have real influence on politics, wars, alliances and the global economy.

Build economies, form alliances, fight wars, influence politics and help your nation grow.

Unlike many browser strategy games, War Era is heavily community-driven and not pay-to-win focused.

If you want to join early,grow with your country and actually matter in the world,now is the best time to start . Registration: https://app.warera.io?referrerId=69bb20751a02a7bd6adcf8cc

u/Independent-End-1756 — 7 days ago
▲ 5 r/PBBG+3 crossposts

HEY YALL Im back with  CritterCrew.

my monster collector/RPG where you build a squad of "Critters" There’s a bit of everything:

  • Exploring: You move through maps (Whispering Woods, etc.) and hit random encounters.
  • Adventure Battles: Turn-based combat that feels nostalgic but snappy.

NEW!!

  • Evolutions: Evolve your critter into a stronger critter
  • Breeding: Build the perfect squad with preferred stats from your favorite critters and make an offspring of the two (Level 10 critters+)
  • PvP: Challenge other players
  • Guilds: Chat with other guildmates and represent your crew with pride
  • Seasonal Events: Take part in seasonal events for exclusive rewards

UPDATES TO!

  • Training: There’s a dedicated training center to level up your team and improve stats.
  • Social: You can actually see what other people are catching and posting in the feed.

Let me know what yall think

You can Play for FREE Here

u/Unfair-Frosting-4934 — 7 days ago
▲ 14 r/PBBG

InfiniteConflict - A new tick based sci-fi/space strategy game

Hi,

I've been working for years as a solo-dev on a free browser sci-fi/space strategy game called Infinite Conflict - and it's finally ready to release in public beta!

IC is a tick based strategy game, with each tick lasting 1 hour, and each round running for 2600 Turns (roughly 3 months).

You start with a single planet and expand out by colonising other planets or invading others. Research new techs, build fleets, have large space battles - and hopefully have fun! Either play solo or join an alliance.

The game has it's lineage in another browser game called DarkGalaxy, which I also ran and administered for a few years.

The gameplay will be very similar to Dark Galaxy; expand, research, invade. Develop your planets and use your output to build massive fleets with which to conquer your enemies!

Turns will start this Sunday 10th May - 18:00 BST / 19:00 CEST.

Hope to see you in the game! Please do ask (or drop in our Discord) if you have any questions about the game.

Muffinman

https://www.infiniteconflict.com/

https://discord.gg/8XVqA2EjF3

u/Muffins86 — 5 days ago
▲ 5 r/PBBG+1 crossposts

introducing Slab City: drugs wars / dope wars meets the card collecting hobby

would love any feedback on a game we've been working on through many iterations for the last 6 months. this game is our nerdy love letter to trading cards and collectibles. it's a roguelike trading card hobby simulation (core mechanism takes inspiration from drug wars / dope wars): you can play it here: https://slabcity.cards and you don't need an account to play the core experience in the daily challenge (takes 5-20min) you can also register (NO EMAIL REQUIRED) to get access to all features and skins (minigames, story mode, free play, etc.). if I could recommend a skin to start with: Unpocketable Monsters is the most complete/refined and you can prob guess what it's based off of. there are also a bunch of other skins that are based on some pretty well known franchises (LOTR, Yugioh, One Piece, general TCG) and sports (baseball, bball, football, all sports), most are still pretty far off from being final. there's a how to play page if you want to a do a deeper dive into the mechanics.

AI has helped make this passion project possible for me and a small team (all card-collecting nerdy dads with full time jobs without any game dev experience). its been helpful with speeding up the coding piece as well as help with assets. we're still quite early on and tuning the mechanisms, awards, experience, etc. I know the sound still needs quite a bit of work (we've only added in sound recently), and the game might be a bit too complex for starters, we'll prob end up removing features or create a more beginner-friendly mode. but im hoping if you like cards (pokemon or sports) it will hit home!

ultimately it will probably end up being a mobile app, as it's kind of designed to be mobile/phone-first rather than browser based (we do have a working mobile version but have not released yet). also, we have 2 themes for the game, retro and riso (riso is newer so not as refined, hence we're trying to get feedback to see if its worth pursuing), if you click the button on the bottom next to the sound button, you can switch between the 2, would love to get any feedback on which one you like better. also happy to hear about your experience and if you have any feature requests, or find bugs, or just curious about the dev process.

u/briamkin — 4 days ago
▲ 25 r/PBBG

Hey r/PBBG !

I'm a solo developer working on Nexus Legacy, a persistent sci-fi strategy game where players rebuild civilization on the edge of a shared galaxy.

You develop planets, manage production chains, research new technologies, build fleets, scout other systems, join alliances, and compete over territory and resources in a world that continues running even when you're offline.

I'm opening pre-registration first because I don't want Season 0 to begin as an empty universe with a slow trickle of players. In persistent strategy games, the first days matter a lot, so I want the first wave to start together and make the universe feel alive from day one.

Season 0 is a real launch/test season, so expect some bugs, rough UI, and balance issues that still need work.

Screenshots show the current build and progression systems. I also made a short cinematic teaser to introduce the backstory and atmosphere (not gameplay footage).

No pay-to-win: No paid resource packs, no paid speed-ups, no paid building boosts, no progression shortcuts you can buy. Progress comes from playing, planning, and optimizing.

Paid features are limited to convenience and personalization: username changes, summoning the in-game trader, switching your leader archetype (a respec, not an upgrade), and the Command Center, a dashboard that aggregates information and handles resource calculations for you. Cosmetics are also planned. None of these give you more resources, faster timers, or a combat advantage.

Season 0 active player recognition: Active players in Season 0 will get commemorative in-game rewards, a special Discord role, and access to dedicated channels for balance discussions, future development, and upcoming changes. This is for players who actually engage with the game and help shape the first universe, not just for creating an account.

Especially looking for feedback on early-game pacing, timer and resource balance, and UI clarity. General thoughts on whether the first session explains itself, whether progression feels fair, and what would make Season 0 better for long-term players are also welcome.

Pre-register: https://nexuslegacy.space/register

Discord: https://discord.gg/DqWcybWFJN

Cinematic teaser: https://www.youtube.com/watch?v=m8zhsCy93eE

I'll be reading and answering comments here.

UPD:

STEAM: https://store.steampowered.com/app/4661910/Nexus_Legacy/

u/Jegor_Krafte — 8 days ago
▲ 0 r/PBBG

Hi everyone,

I’d like to share a project I’ve been working on called After-State. It’s an Aetherpunk-themed game played directly in the browser.

The game is centered around character progression and interacting with a post-apocalyptic world. You manage your vitals, increase your stats, and complete tasks to advance. It’s built for those who enjoy steady progression and a clean, atmospheric interface.

Quick highlights:

  • Character Progression: Balance your vitals and improve your stats.
  • The Setting: A gritty, post-apocalyptic Aetherpunk environment.
  • Active Development: The game is currently live and receiving regular updates.

I’m looking for players to jump in and check out the mechanics. Feedback is always welcome.

Check it out here:https://after-state.com/

u/lironl1l — 9 days ago
▲ 4 r/PBBG+5 crossposts

After-State is a new browser MMORPG with a post-apocalyptic/aetherpunk setting. It focuses on gradual progression, stat management, and survival elements. Still early and rough around the edges, but worth a look for fans of the genre. (game doesn't belong to me, I'm just an early player who liked what he found)

Game link: https://after-state.com

Discord link: https://discord.gg/n99PCCuda

u/No_Statistician_4525 — 5 days ago
▲ 2 r/PBBG+1 crossposts

Grimeage 2 - A text based browser MMORPG inspired by Lineage 2

Heya

I've been working on a small browser game called Grimeage 2, it is heavily inspired by old school MMORPG Lineage 2. It has different races with different classes, for example an Elf Fighter can ascend his class into a sword wielding Knight, or maybe a Bow using Silver Ranger.

The game features hunting zones where you travel and then start hunting monsters, the hunt can be done while idle using "Auto-farm".

The game features PvP, Raids, Crafting, Auction House, Player driven economy and much more.

It's currently in early alpha and I'm looking for feedback on what works and what doesn't.

Thanks for your time!

The game is available at https://grimeage2.com And a preview video at https://www.youtube.com/watch?v=UpanM8MeM1o

u/Kekke88 — 5 days ago