
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 62 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's basically legal botting in an MMO, and as a plus it can help you learn to code javascript.
無限ループ止めたい人向け ゲームを起動して、 左上にある「キャラクター管理」>「CODE 停止」 で止めたいキャラクターの名前を入力して、下の「CODE 停止」を押すと止められる。 web版も同じ https://adventure.land/
Adventure Land is marketed as a "Code MMORPG". While that is technically correct, I like to think of this game as an Idler/Automation game where your progression is tied to strategy, programming proficiency, and time. If you enjoy idle games, as well as programming, try this game. If you enjoy idle/automation games and want to learn programming, this game functions as a great project to work on in order to apply your learning.
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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 62 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Пробовал играть в другие игры с программированием, но ни одна не затягивала так сильно, однозначно рекомендую! Как я понимаю, то что в стиме написано последнее обновление в 2021 это неправда, игра сейчас в опенсорсе и развивается до сих пор
its a game
best
I really admire what the developer has done here. The game lets the player program to control up to 3 characters using javascript (you can still control the characters with keyboard / mouse, even if your code is running - it's kind of like having two people trying to control the same character in that case (there's also a key '/' for turning the code on/off and you can tell the game to stop running a character's code from the start menu if it gets locked up due to logic error or your code trying to make too many calls too fast). I've only played one other game that lets players script their avatars or npc team, Space Engineers and that doesn't work as well / fast with the scripting. Javascript just seems to work much better than C# for that. So far I've just used one character and haven't made the two npc teammates yet. My first character is a warrior. The mechanics of the game are very straightforward and easy to understand. There's a tutorial that should get most players right up to speed on the basics for the code (you open a code window from a button at the top right of the screen and it has a starting program in it, you just change a single variable from false to true and click engage and your npc will target nearest hostile and start fighting / looting. You can also control your character with the mouse while it's not running, and click disengage to turn off the scripting. Pretty neat. Then later on in the tutorial, it goes into code to handle death/respawn automatically, having the char go buy potions when it gets low, upgrading items (and scripting that too), moving around (and with scripting - many locations are named and there's a smart_move function that has pathfinding). For my code I've written so far (more like copied / pasted bits and pieces from the examples), I have auto checks for different levels of health and mana, and have the character either call the regen_hp and/or regen_mana function (+50 respectively) or take a potion if it's less than half, and if the potions run out, go back to the vendor and buy more. Each time the code loops, it checks for loot (that's automatically in the newbie code window), so by the time this script / char gets down to 0 potions, it has more than enough gold to buy more. I left it fighting overnight on the server last night and it made it from level 30 to level 36 before something happened and the server thought it was making too many calls / got stuck. When I logged back in, got disconnected again. Got on the Discord server, and got directed to the menu - character ops, stop code. That worked, I restructured the code a bit and logged back in and everything's working great again. Pretty fun little game. Another thing - if you search Youtube for AdventureLand MMORPG, you'll see Sinistrite with coding tutorials for simple starting functions and showing some ways to find more.
It's pretty neat! and a fun way to evaluate AI's
Super jeu qui vous donne une excuse pour pratiquer l'algorithmique / le javascript. Et donc un super jeu pour les débutants comme moi qui veulent apprendre. Il manque cependant le tag "idle game" qui est largement approprié, vu la progression très longue, et la nécessité d'automatiser le gameplay. Quoique cousin du genre "Idle game", dans Adventure Land il y a quand même, toutes les quelques heures, des événements et des bosses qui apparaissent, et tous les quelques mois des événements spéciaux a longue durée ont lieux. (Exemple: Halloween, Noel, Pâques, etc.) Sans oublier qu'il faut parfois se connecter et prendre la main sur un personnage, ne serait-ce que pour aller voir ce que vendent les marchants des autres joueurs en ville et faire ses emplettes. (A moins que vous ayez déjà automatisé tout ça) Si vous vous posez la question, le jeu n'est pas mort du tout, c'est simplement un jeu de niche. Une niche très très petite. Et même si il y a un système de chat et de courrier dans le jeu, la quasi-totalité des interactions entre joueurs ont lieux sur le Discord. Il est inutile de se fier aux compteur de joueurs quotidien sur SteamDB par exemple, le client Steam n'étant utilisé que par une infime portion des joueurs. (Il y a le client web par exemple, et d'autres dont je parle ensuite) Allez plutôt visiter le Discord du jeu pour vous faire une idée de l'activité. (Note: Discord anglophone uniquement) Il sera nécessaire pour ceux qui accrochent vraiment au jeu de déployer leurs personnages via un vieux laptop, un raspberry ou un serveur, pour qu'ils puissent tourner sans laisser le pc allumé la nuit. Il existe d'ailleurs des alternatives au client Steam / client Web, qui permettent de faire cela sans interface graphiques pour n'utiliser que très peu de ressources. Par exemple, tous dispo sur Github, vous avez Albot, caracAL, ou ALclient. Ceux-là tournent sur Windows et Linux. (et Mac?) Il n'y a pas eu de mise à jour récemment parce que le créateur du jeu travail en ce moment sur la mise en forme de la source du jeu, jeu qui est donc en ce moment quasi open-source. On peut donc s'attendre à une vague de mise à jour bientôt, qui sait? Si vous me cherchez dans le jeu, vous pouvez mentionner @Surf sur le discord d'Adventure Land.
Super interesting concept that's well executed. First of all, this is a PROGRAMMING game, while the code in the game is simple enough, I wouldn't recommend it to somebody who has never programmed before. (Note: I have many more hours in game on the browser version) The code can be super simple (attack nearby enemy, if health < 500 heal), or as complex as you would like (kiting monsters, auto-buying potions when you are low, auto-upgrading items). Of course if you don't write/use complex code you will fall behind the rest of the players, but it would still be enjoyable. While there are many Github repos with people's scripts available, I think that defeats the purpose of playing the game. This game is enjoyable because its enjoyable to see your scripts improving your character's efficiency and automating mundane tasks. There is a decently sized community for this game, with lots of people contributing to open source projects related to the game. For example there is ALclient which is a standalone TS NodeJS client for the game, ALBot which is similar but uses the game's built in functions as is, and even AdventureLandCpp which is a work in progress C++ wrapper for the game. Many players use VPSs to host their bots scripts on, which means the bots can stay grinding 24/7. While you can run all of the game and code on your computer, you most likely don't want to keep your computer on 24/7. Again, you don't need your bots to be online all the time, but otherwise you'll progress at a slower pace. I'm not sure if the game will be expanded on much, but what is there right now is enough to keep me improving my scripts for a long time to come.
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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