
An eternal indie MMORPG where your CODE does the grinding. Play manually or automate up to 4 characters with JavaScript. Hunt rare loot, craft equipment, and trade with real players. No coding experience needed! September 2026 brings anniversary rewards and a few surprises.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.86/day in the week to Sep 10 → 1.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Adventure Land has left Early Access, and the Anniversary Event is here! Trade cake slices, craft anniversary equipment with Mira, and open cakes for rare cosmetic hats. An elusive emote is hiding among the rewards too. September isn't over yet—leave a little room in your inventory!
The Tutorial now includes a JavaScript Crash Course.
Paladins now have 4 Auras, new ways to protect their party, Shield Slam, and the Oathkeeper Set. Rogues can throw a Fan of Knives, and Mages can pierce enemies with Arcane Needle. These follow the recent expansion's 40 new items and new crafting paths.
Merrit is visiting shops in Mainland with Market Parcels, including a chance at rare equipment. Home servers have more cooperative monster rewards, and new, returning, and Lone Wolf players have extra rewards to help them grow.
Now in 32 languages. Explore with translated menus, dialogue, tutorials, guides, and CODE documentation. Item and map names stay in English, so everyone shares the same names when trading or talking about the world. Steam clients are available for Windows, Linux, and macOS.
I started Adventure Land in 2016, and now work on it with Oragon. You'll know me in-game as Wizard.
Adventure Land is an open-source indie MMORPG where ANYONE can CODE—not just one character, but a whole party in a world shared with other players.
Start by fighting monsters, finding gear, and exploring. Play manually or try the working default CODE. You don't need programming experience. When you're curious, open the editor and change one line at a time. A small idea can become the routine your whole party relies on.
Then it becomes your own kind of idle MMORPG. Your party hunts while you work on its next improvement. A boss appears, a new craft catches your eye, or someone needs a hand. Check in, change your plans, and see what your characters can do next.
Early levels come quickly. Beyond them are rare finds, ambitious crafts, and party setups you can keep improving for years. Your characters, items, and CODE stay with you. There are no seasonal wipes. You can join established players at bosses and events while building a collection of your own.

Your Merchant can go fishing or mining while the rest of your party hunts. Different spots have different finds, so it's worth trying somewhere new.
There's a Tavern with dice and a slot machine if you feel like risking some of that hard-earned gold. Then there's Spooky Town, where an invisible statue has a rather unusual appetite for items. Not every strange thing in this world is a monster.
Visit the Citizens and see what they're up to. Follow a seasonal event, collect an unusual cosmetic, or find a use for something you've been keeping in the bank. A familiar place can give you a new reason to return.
Control up to 4 characters at once. Have a Priest keep your fighters alive, give a Paladin a protective role, and send a Merchant to sell the loot. Each character can run its own JavaScript and communicate with the others.
Automate a potion first. Then teach your party to travel, choose targets, heal each other, manage equipment, or trade. The interesting part is getting those pieces to work together in a live world, alongside everyone else's characters and CODE.
Use the built-in editor and documented CODE API to turn an idea into something you can watch happening in the game. Inspect the results, make a change, and send your party out again. You can also play one character manually and build from there.
Choose a Warrior, Paladin, Rogue, Ranger, Mage, Priest, or Merchant. Skills, equipment, and the way you combine classes give each party its own strengths. A good healer or a well-timed protective skill can open up a fight your damage alone couldn't handle.
There are no skill trees to work through. Develop your characters through levels, equipment, upgrades, compounds, crafting, and learning what their skills can do.
Find a rare drop, save materials for a craft, or set up a merchant stand. Players buy and sell to each other, so something your party doesn't need might be exactly what someone else has been searching for.
Equipment is a project of its own. Upgrade a favorite weapon, compound accessories, or work toward a recipe that sends you hunting across the world. Trade for a missing ingredient or gather it yourself. Even familiar monsters can still drop something useful.
Fight cooperative bosses, try PvP, or settle into a farming spot while your Merchant runs the shop. You choose what to work toward and how much of it to turn into CODE.
The promise was to open-source Adventure Land at 10,000 installs. That promise is now a reality.
Read the client, server, and game data. See how a system works, build a tool or custom client, and contribute improvements. For the curious programmer, there's a whole MMORPG to look inside.
Want help with an idea? Connect a compatible AI through MCP (Model Context Protocol). It can read the guides and live game data, inspect your characters and equipment, and help write, test, and improve your JavaScript. Use it with CODE running in your browser or with Mainframe.
Mainframe is optional hosting for your CODE. Your party keeps running when your own computer is off, and you can check its logs when you return. Steam owners receive 250 included Mainframe hours shared across their linked accounts. Continued hosting renews with Shells at the rates shown before you start.
AI and Mainframe are optional. Run your CODE in the Steam client, a browser, on your own server, or through a community client. Running it yourself has no hourly game charge.
Buy a copy and keep playing. No subscription. Cosmetics, extra bank storage, and optional Mainframe hosting help cover the cost of keeping Adventure Land running. You don't need to buy any of them to keep playing.
Engagement
Reviews
Themes across 59 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is essentially abandoned by the only developer, who seems to only check in every few weeks to make sure the servers are still up. Bugs are rampant and generally not fixed unless they start to become abused by more than a few players, item/skill balance is non-existent; and the paladin character was a work in progress when I started which is two years a this point. The entire economy is dictated by a group of ~2-3 players and due to the way item upgrades work you will likely never get your hands on any significant amount of some of the best items as you will always be outbid. Multi-accounting is against the rules but is easily bypassed by simply claiming someone else from your house is playing. Many of the in-game achievements are technically possible but would require you to spend multiple years completing the same task. Many of the truly late game items don't even drop from monsters or have drop rates that require 6+ months of grinding. At one point there was no class restrictions for some items but this was changed a few years back; the old items that existed before this change remain with no restrictions as "legacy" versions which you as a new player will have no chance of obtaining. I have had a lot of fun playing this game but it's been in a slow state of dying for several years now and without a significant amount of attention from the developer it's simply not worth investing your time into.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Arabic, Bulgarian, Czech, Danish, Dutch, Finnish, Greek +20 more
Hours played at review time, across 59 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I Have Decided to Play every game I own in Alphabetical order and Review them all (about 700 games).. will i give up? Probably - but lets See how Far i get Game No: 2 of (716) Game: Adventure Land - The Code MMORPG Time Played: 42 Hours Status: Dropped First Impressions Logging in, the music is really upbeat and pleasant to listen to. The game is an isometric, JavaScript-based coding MMO, which made me a bit nervous going in blind since my memory isn't great. I had an old level 48 Warrior, but I made a fresh Mage (since they're beginner-friendly) to learn the ropes again. You get 7 free character slots, options A-D for basic visual customization, and active US/EU servers with around 20 players on each. Gameplay & Mechanics Movement is smooth if a little floaty with isometric point-and-click, and combat relies heavily on potion spamming while you fight and grind. The core focus is using real JavaScript to automate and bot your characters' actions, grinding out levels, and upgrading gear. There are 7 distinct classes, including a unique Merchant class that stays in town to trade, scales on INT, and gains XP purely from buying and selling. Leveling feels genuinely exciting, and the mix of combat with simple automation scripting is really satisfying. Standout Feature The open-ended JavaScript automation. Being able to set up scripts to let your characters farm, manage loot, or handle combat routines while learning basic programming logic is a awesome concept that sets it apart from standard clicker or grindy RPGs. Verdict A solid game with fun combat, grinding, and coding mechanics, but it suffers from being effectively abandoned by the developer. Even though it was open-sourced on GitHub, the unfinished guides and lack of official updates make it hard to stay invested long-term. Worth checking out for the concept, but hard to stick with.
This game is absolutely a coding MMO, but it lacks the Role Playing part. It's just a bunch of bots endless grinding (and I do mean endless; your first skills are at like... level 60?? and it takes 30k gold to get a single basic weapon?? Items have a drop rate of less than 1%??), and absolutely zero reason to do so. Like, without at least a minimal framework of story (quests, lore, etc), an MMO world feels static and lifeless, and since everyone playing is bot, there's not even people to chat to, meaning this barely succeeds on the MMO part. So like... why would I play? Why let this game run on my computer for 100s of hours? The game loop starts and stops at "grind". Hell, there's barely even fashion, which is often touted as the endgame of most MMO's. It's just lacking in all the pieces that make an MMORPG an MMORPG. If you're looking for a multiplayer sandbox to code a bot in, then that's totally available. But if you're looking for a game? There are other coding MMO's out there.
Game is based on gear. Best 'starter' gear is attained via random armor/weapon chests received from gems or boss mobs. Best way to get those gems is via arena which is pvp. That is shut down by high level players.
The concept is interesting, and building a bot with code is genuinely fun. The game lacks a clear progression path though. It also lacks meaningful skills. Your characters typically have only one or two abilities they use occasionally, so 99.5% of the time you're just basic attacking. The grind is also pretty insane. Getting any substantial upgrade takes days or even weeks.
THIS GAME WILL NOT HOLD YOUR HAND ON LEARNING PROGRAMMING. I mostly knew python, and very little Javascript. But with my background I have been able to slowly piece together something that kind of works, and it's very fun getting something working. But do not get this game expecting it to be easy to learn, it won't be. But very rewarding!!!
It's a neat premise, and I do like it for the fact that it helped me learn JS a bit, which is a language I haven't messed with (though I know many others). However, the gameplay leaves a lot to be desired. Maybe it's just not my style, but I don't think that's it. I play idle games, and enjoy them usually. And this is essentially an idle game, since you're using code to control your character automatically. But I don't like this game's progression for a few reasons. 1. Way too grindy from the getgo. I don't have the kind of weeks this game would require. Your character will be extremely weak for a very long time until you manage to get lucky enough to get the right items. You can't buy anything but the weakest items in this game, so everything has to be found, which isn't bad on its own, except that all the players are camping the same mobs, which means high-level players are in the newbie areas constantly spamming all the monsters to death from a huge range and with 5 simultaneous targets, while you're limited to walking extremely slowly and attacking them one at a time, meaning you don't get ANY. 2. No real progression. There are no skills in the traditional sense, you don't level up any abilities and you don't learn any new abilities. There's no skill tree, and no stat points to distribute. You also can't power up your character at all with leveling, as leveling seems to do absolutely nothing except extend your HP and MP pools. Your stat changes seem to make no difference at all in combat. It never took me less hits to kill a monster between level 1 and advancing to level 40. So the only way to increase your strength is to upgrade your items, and this is done at the forge, randomly. Failing means you lose the item entirely (always a horrible mechanic in games where every item has to be obtained as a drop). I would never risk upgrading any item other than the base ones as a result. It would just be a huge waste after the many hours it would take to get one of these extremely rare drops. 3. Monsters level up if left alone for a while, meaning even weak monsters become extremely strong and take forever to kill. I think this mechanic is supposed to increase your item luck, but it doesn't seem to. You do, at least, get more XP. 4. There's an achievements system that's locked behind quests that will be impossible in your first few weeks, and this achievement system is the main source of stat upgrades (not leveling up). The mobs chosen to give you the item that unlocks this system are always the strongest on the server, which means you will never kill them as anything but a veteran. Stuuu-pid. 5. I kind of assumed there would be some kind of story or something but there doesn't seem to be. Just kill mobs, level up, get items. Which isn't necessarily bad, but since I can't seem to advance at all...it's just boring. Maybe I'll leave it running for a few weeks so I can move into the 2nd area though. I don't know; I'm not really into it. However, I will leave a few tips behind for those who do pick up this game. First thing you should do is make your own version of the use_hp_or_mp function that comments out or deletes the last two "else ifs," otherwise your character will use a potion anytime they lose a single point in either stat. Huge waste. Then replace the "use_hp_or_mp" line with your new function. Second thing to do is remove the "|| character.isMoving" or whatever it says in the conditions for the if that cancels the loop. You don't want the character to stop processing targeting just because they are moving. By removing this, your character will be able to retarget while still moving before they've reached their destination if the target is no longer available. Anyway, hopefully the game will get better.
idle mmorpg for programmers
According to the dev on discord this game will become open source in the next 2 months! :D
JavaScriptを駆使して「自キャラクターをMMORPGのNPCにする」ゲーム。 本作はMMORPGライクなシミュレーターじゃなくて、本当にMMORPGであり、他者との交流も可能。 手動操作で遊ぶことも可能だが、それは最低限に留める事を勧める。 (普通にMMORPGとして遊びたいなら他作品を勧めたい。) 見た目はやたらチープで、何ならRPGツクールで見かけたような姿のNPCがいるけど、 RPGツクール製のゲームではない。 基本的には「アプリを起動したまま放置する放置ゲーム」に分類されると思う。 別途課金(しかも買い切りではない)は必要だが、 自分がPCをシャットダウンしている間でも、その世界のNPCとして勝手に動き続ける様にすることも可能。 ゲーム内にある程度のリファレンスがあるので、JavaScript初心者でも問題ない。 ・・とはいえJavaScriptに関する基礎知識のリファレンスは本作内には含まれていないし、 その辺りを「どうすれば実装できるかを自分で調べる技術」は別途必須か。 今ならGoogle検索のAIモード先生に聞いても、それっぽいのは作ってくれるので、 不慣れな場合は参考にしよう。 ゲームはsetInterval関数を使い、一定時間ごとに処理を行う所、つまりほぼまっさらな状態からコーディングを開始する。 Interval自体はお使いのPC環境に合わせて好きなだけ刻んでも良い。 ただし・・、パケット通信が発生する処理(たとえばattack関数やchange_target関数等)を短い期間で連打するとサーバー側から強制的に切断されるので、コーディングする際には気をつけようね。 ちなみに、ゲームデータを弄る様なチート以外であればほぼなんでもコーディング出来るので、 あなたがその気なら「敵から逃げ続ける臆病なNPC」みたいな個性的なキャラクターを作っても良いし、 何ならMMORPGとは一切関係のないテトリスを独自で実装して遊んでもいいぞ? ゲーム内のコードエディタでも十分色々出来るけど、可能ならVSCode等の外部エディタを使うことをオススメする。 また、編集中のCODEは「動くタイミングになったらBackUpを必ず取る」事。(3敗) リリース直後は日本語がやたらでかいフォントサイズで表示されたりしていたけど、 今はもう日本語対応済み(フォントサイズも適正)だよ。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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