A Node.js MUD Engine using WebSockets.
JavaScript HTML CSS



RockMUD (0.2.5) is a Node WebSockets MUD server

Try the latest on this Heroku hobby instance: http://rockmud.heroku.com. If you connect to the demo server type 'help commands' to get a full(ish) list of the current commands.


  • A Diku-like MUD experience from within the browser.
  • Enable quick development.
  • Real-time browser OLC and world management. This will begin post v0.5.

Notes on dependencies:

  • Socket.io 1.0 or greater is required.
  • Default terminal loads Bootstrap from CDN
  • Development aims to keep up with latest node release.

Some of the things in 0.2.5:

  • No command whitelisting (add a command function, and it becomes a in-game command instantly). RockMUD does not rely on parsing commands on a tick.
  • Character creation (Races, Classes, stats, passwords) and saving as json files (/players).
  • Channels (chat, say, yell, tell, reply)
  • Uniform way of scripting commands -- with permission checking
  • Command aliases defined client side.
  • Various 'standard' commands (see: HELP COMMANDS)
  • Basic Combat (see: kill )
  • Inventory, Containers, Shopkeeping
  • Ticks
  • Dynamic movement directions
  • Locking/Unlocking
  • Lights
  • Message Templates
  • Skill Example (see: bash, shield block)
  • Spell Example: (see: cast spark)
  • Time (Months can have varrying day totals along with day/night hours)
  • AI

10000 feet:

All design/data elements of RockMUD must be either valid JSON or .js files. Please look at the current code and make an effort to match the style if you plan to submit a pull request.

Core Modules, found in /src :

world.js Functions and data that have game-wide reach. World.races, World.players, World.msgPlayer() are a few example items scoped to this module.

room.js Used to interact with loaded areas found in World.areas[]

combat.js All things combat.

character.js Any function related to creating or interacting with a real-world player is here.

dice.js Core logic for dice rolls is in its own module. Is attached to world.dice. ex: world.dice.roll(1, 6).

ticks.js There is no single heartbeat timer. This controls the games timed events -- other than the core combat loop which is in Combat.js

commands.js, skills.js, spells.js All game commands are in found in these three files. Creating the function (test) in Commands.js adds the command (test) to the game.

Directory Breakdown

/classes Game classes.

/races Game races.

/help In-game help files. Help files are written in HTML.

/src Location of the core modules.

/players Player files as flat json data.

JS files representing areas.

/templates/objects JSON templates used to enhance in-game items; and to ensure default values. This is used to allevate the need of defining a large set of keys within each area file item.

  • entity.json is the default object attached to all 'living' objects upon initial load.
  • item.json is the default object attached to all 'non-living' objects upon initial load.
  • Properties in any passed in objects overwrite those in the template.
  • if you create a JSON file that matches an itemType the item found within the area will be extended with the template.

/templates/html HTML templates mainly retrieved to ease complex display. For RockMUD core this means character creation screens.

Mob specific AI scripts. This are merged into game items after they are loaded from their respective area files. AI can be written directly into the area file, but ai scripts are outlined here when they can be reused. RockMUD core aims to have 3: wander.js, aggie.js and mayor.js.

/public Public assets like client side javascript and CSS.


config.json Server Configuration

server.js Loads the config.json file, starts http server, and outlines public resource paths.

time.json Time and Weather data, saved to the file every hour of uptime.


  • Install Node, npm, and Git
  • Clone the repo
  • cd RockMUD (to enter cloned repo)
  • npm install (to install socket.io)
  • npm start or node server.js to start the server (defaults to