
A fully text-based single-player RPG inspired by classic MUDs. Explore magical portal realms, build your character through flexible class progression, hunt powerful loot, craft and enhance equipment, and create your own adventures through the Portal Workshop.
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About
Portalborn is a fully text-based single-player RPG inspired by the classic command-driven MUDs of the 1990s.
There are no animated battles or sprawling 3D worlds. Instead, you'll explore through room descriptions, typed commands, and a modern clickable interface that captures the depth of classic text adventures while making them approachable for modern players.
If you enjoy discovering hidden secrets, hunting for powerful loot, crafting stronger equipment, and gradually building a character through dangerous expeditions, Portalborn was built for you.
Step through unstable magical portals into compact worlds filled with monsters, treasures, mysteries, and hidden paths.
Every Pocket Realm is designed as its own adventure. Some are dangerous forests. Others are forgotten crypts, ruined temples, mysterious laboratories, or entirely unique realms created through the Portal Workshop.
Search carefully.
Fight wisely.
Return stronger than before.
Create your hero and develop them through multiple classes, attributes, equipment, and crafting.
Strength, Agility, Intellect, and Constitution all shape how your character grows, while different classes and equipment allow for a wide variety of playstyles.
The class system will continue evolving throughout Early Access as combat, progression, and balance are refined through ongoing development and community feedback.
Defeat monsters to collect equipment, crafting materials, and rare components.
Improve your gear through Alchemy.
Enhance equipment with powerful Portal Extracts.
Discover increasingly valuable treasures as you venture deeper into dangerous realms.
Every expedition offers another opportunity to become stronger.
Portalborn includes the Portal Workshop, allowing players to create and share their own content.
Build new areas.
Design quests.
Create monsters.
Invent classes.
Write NPCs.
Add equipment and items.
Expand the world alongside the community.
The Portal Workshop will continue growing throughout Early Access with additional creator tools and improvements.
Portalborn embraces command-driven gameplay while removing many of the barriers that traditionally kept players away from classic text RPGs.
Choose the style that suits you best:
Type commands manually.
Click highlighted room objects.
Navigate using clickable exits.
Customize quick-action buttons.
Explore with an ASCII minimap.
Manage your character through integrated equipment, crafting, inventory, and status panels.
Whether you prefer typing or clicking, both approaches work seamlessly together.
Portalborn is under active development.
Current priorities include:
Expanding game content
Improving the new-player experience
Refining combat and progression balance
Polishing existing systems
Expanding the Portal Workshop
Implementing community-requested quality-of-life improvements
Updates are released regularly, and community feedback directly influences development priorities.
Fully text-based single-player RPG
Inspired by classic command-driven MUDs
Modern clickable interface alongside traditional typed commands
Procedurally generated Pocket Realms
Flexible class progression with ongoing Early Access refinement
Loot, crafting, equipment enhancement, and character progression
Powerful Portal Workshop for player-created content
ASCII minimap and retro terminal-inspired presentation
Frequent updates shaped by community feedback
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Engagement
Reviews
Themes across 58 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
现阶段千万别买,正式版再说。内容少的可怜。都已经做成这种类MUD的形式了,画面的确一点也不重要了,但你内容总得够吧??完全感觉不到内容丰富度,一个小时都没到新鲜感就没了也太可怕了。
Portalborn is a modern take on the MUD (Multi-User Dungeon) genre, wrapped in an ever-expanding single player experience. At its core, it's a game about visiting various portals and bringing back loot, with a lot of freedom when it comes to character building and a nice variety of systems to improve your adventures. But that's not all! The game also has built-in tools to create and share content from within the game. You can create your own areas, NPCs, playable classes, etc. You can then share them on the Steam Workshop, or download content created by others, making this game virtually endlessly replayable. You get to pick between 10 bases classes such as warrior, mage, cleric, rogue, etc. (or any of the custom classes you have created or downloaded). But, upon leveling up, you can decide to pick a different class to add to your build, with its own stat progression, as well as active and passive skills. Do you want a warrior that shoots magic? Sure, you can. A rogue that can heal and play bard music? No problem! While the game is single player, it simulates other players, and you can see them wander around the main town hub. They can give you quests, offer trades, and, as you gain reputation with each of them individually, they can even join you during your quests! Crafting is a strong feature of this game, as it allows you to improve and customize the absurd variety of items you'll find during your runs. You can also recycle gear into crafting components. The visuals of the game are nice despite its genre, and everything is cleverly color-coded. The interface itself is entirely modulable and scalable. You can disable unneeded windows, resize them, zoom the interface in and out. The CRT filter applied to the game is a nice touch and gives the whole game a charming retro aesthetic. The game can be controlled nearly entirely with the mouse, which is a nice plus, considering the genre. I could go on about the features of the game, the secret portals, banking system, custom keybindings and action bar, achievement points, etc. And the game is still in Early Access, with a dev that is both very responsive and open to criticism and new ideas. This is easily one of my favorite games of this year so far. I can't wait to go on more adventures, and I also need to work on my custom Pirate class! The game is cheap for what it's currently offering (and it's still in Early Access), so get it already!
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Hours played at review time, across 58 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
讲真以目前的内容来说很难选择推荐,可是作者实在是太高效率了,在论坛发的每一条建议都能及时得到反馈和更新,对于我来说每天能看着游戏一点一点的完善甚至比游戏本身还要有趣,花40多块,然后指挥作者添加一堆你想要的功能?这不比之前火爆的养龙虾还要棒的多吗hhhh 还有就是让我找回以前在塞班按键手机上玩MUD童年的梦吧…
好玩,同时遇到问题直接Discord里问作者,秒回,而且第二天就更新,牛逼
很棒,仅用10分钟就完完全全合感觉到游戏的潜力巨大。真的非常非常大。 现在感觉就是有个完美的框架,就等一直往里面细化构建了。未来可期。 --------------------------------------- 现在比较希望的就是玩家可以更方便地自己加东西进去。我指的是装备啊,描述啊,怪物啊。 而且我希望可以有立绘。哪怕只是给个地方让我自己塞张图进去。 都只是我个人的希冀。因为我是比较喜欢有沉浸感的游戏。 队友系统希望更完善些。组队是最棒的。这样搭配感觉还可以更有操作感。
I love classic MUDs where your imagination and a keyboard is the only requirement. I think this one hits the marks at a very basic level and makes the genre more accessible to a modern audience. I would love to see a deeper investment in the worldbuilding and dungeon mechanics. Right now it's essentially a barebones experience, but the game did just come out only 2 weeks ago as of writing so you shouldn't expect a huge amount of features. With that being said, my suggestions for additions: - More skill checks - Traps - Advanced enemy mechanics - Nerfing rogue (you can literally permastun every enemy in the game right now) - Persistent party members (contract system is nice, but a permanent party or companion would be even cooler with scaled rewards and difficulty) - Longer dungeons/raids - More variety in the procedural generation algorithm for rooms. A lot of dungeons contain too many empty rooms - Real sense of danger from enemies pursuing you through the dungeon - Multiple floors to each dungeon - Way to solve the Labyrinth portal besides bruteforcing - Tutorial explaining more advanced mechanics like the portal shards, crafting, alchemy - Hotkey to move (atm I have to click the compass to move or type even after rebinding) - More interesting gear. Ex: special modifiers and curses on gear - Better implementation on market, for instance a suggested price for items that the Sim players would buy for - A more developed overworld, perhaps a main questline or overlying goal. ATM it just is grinding levels and gear which is fine for a basic MUD but it would be nice to have something to follow outside of the grind to motivate you. Randomly generated stories perhaps? Definitely worth it if you have a PC that can run a terminal window. For people concerned about the AI stuff: I asked Google Gemini Pro to make an example MUD terminal emulator and the dungeon it made was called Whispering Woods. The first dungeon you find in the game is called Whispering Woods. Whether that's a coincidence or evidence of AI generating the content is up to you to decide. It doesn't bother me because the names of places doesn't really affect the experience besides thematic dressing.
这游戏未来可期,开发很勤奋,中文的更新居然没有出现太大的问题,独立开发者来说这很难得。
没怎么玩过mud这种类型的游戏,目前游玩的体验是内容还是少了点。主线剧情似乎很少,并且指引性差:主城npc没什么参与感,并且不能自由招聘队友,希望作者后续能更新上吧。现在游玩体验只有下本刷装备,期待作者后续能够补全世界观和地图什么的,我想象这种游戏能够有类似于开放大世界的内容应该会很不错。
This game holds immense potential and will undoubtedly appeal to fans of text-based MUD RPGs. That said, there are still numerous areas that need polishing and refinement. Crafting a high-quality text RPG is no easy feat—without visuals or background music to set the mood, immersive gameplay entirely hinges on compelling storytelling, a fully realized worldbuilding, and a deep progression system. I’d like to offer several suggestions for the developers: Expand character progression with craftable utility skills players can allocate points into, such as lockpicking, equipment repair, item forging, and stealth pickpocketing. The current progression framework feels far too shallow; the entire growth path is predictable at a glance, offering little incentive for long-term play. Overhaul the equipment system entirely. Add unique exclusive affixes to high-tier gear, alongside secondary stats including critical rate, critical damage, accuracy, and attack speed. Attack speed could be visualized with an energy gauge that fills up before each strike, with gauge charge speed scaled to the Agility stat. This design moves away from flat stat stacking, adding meaningful strategy to gear loadouts and character builds. Additionally, rework skill progression: remove automatic skill unlocks tied to level, and let players manually select and upgrade skills, drawing inspiration from well-polished mainstream RPGs. While building a layered, nuanced progression system requires substantial development work, it stands as the core selling point of text games. Right now, the gameplay loop grows repetitive quickly—players merely swap higher-stat weapons and fight marginally stronger identical monsters with little variation. Expand multiplayer social features and implement a free player-to-player gear trading system. This is not intended to encourage pay-to-win monetization; instead, it is one of the most straightforward ways to boost concurrent player counts and extend user retention. Diversify NPC-related content: add dungeon runs where players can team up with NPC allies, and introduce varied bounty quests to cut down on monotonous pure monster-hunting tasks. Deepen NPC interaction mechanics: players can gift items to raise reputation, unlock exclusive relationship storylines, and even access side content such as romantic marriage systems. Introduce cohesive main and side questlines. Premium story DLC could be released post-launch as additional content. Traditional MUDs rarely feature structured main plots, yet clear narrative threads drastically lower the learning curve for new players and strengthen immersion within text-only worlds. Redesign map presentation and fast travel mechanics. A hybrid layout combining text descriptions with simple box-style grid maps would work well. While the current universal fast travel hub in the main city offers convenience, it severely undermines exploration immersion. High-level monster zones are instantly accessible from town, letting players view the full game world right at the start—this drastically diminishes motivation to explore and progress over time. I purchased Portalborn after hearing how dedicated and responsive the developer is, even though the game’s current content library is relatively sparse. I sincerely hope the creator keeps up the great work and shapes Portalborn into a rich, vivid text RPG experience. Love from China❤❤❤
非常好游戏!让一个不会英语的人深刻地记住了shady (doge.jpg
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