In 2020, I decided that I wanted to do something much bigger. I wanted to make my own MMORPG.
Not just another small single-player game. I wanted to create a world where players could meet each other, fight monsters, collect equipment, trade, explore, compete, and eventually build their own stories inside the game.
So I started working on Adventureland Online. The first version was extremely simple. It started almost entirely as a text-based prototype. There were no beautiful graphics. There was no complicated combat system. There wasn't a huge world.
"It was basically an experiment to see: 'Can I actually build my own online RPG?' And somehow, it worked."
The first major version became what I called: AO1 — Adventureland Online 1.
You can see some of the early versions in the screenshots shown on this page. It was very different from what Adventureland Online is today. The game was heavily text-based, and the systems were much simpler. But it was playable.
And most importantly... My friends actually played it.
For the first time, the world I had imagined wasn't just sitting on my computer. People were inside it. They were fighting monsters. They were testing features. They were discovering bugs. And sometimes... they broke the game completely.
I had to fix countless bugs and rebuild things again and again. But strangely, those moments were some of the most enjoyable parts of development. We would play together, find something broken, laugh about it, and then I would spend hours fixing it.
There was almost no marketing. I never seriously advertised the game. Friends invited their friends. Their friends invited other people. At one point, around 20–30 people were playing every day.
It wasn't thousands of players. It wasn't a successful commercial game. But to me, it was something much more important: It was alive.
Text-First
Initial Architecture
20–30
Daily Active Friends
🔍
Image 2: AO1 Enram Town Hub
AO1 Prototype
🔍
Image 3: AO1 Equipment & Inventory
AO1 Gear System