
RPG MO is a nostalgic MMORPG that reminds of Ultima and Runescape Classic.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
RPG MO is an online multiplayer role-playing game that gives players the opportunity to explore many paths. Players can build up combat and magic skills and acquire spells, weapons and armor to become formidable fighters, and they also may build up crafting skills and create items for themselves or for sale to others.
The game is an open-world sandbox experience where players may choose their own road, and a key component of gameplay is a vibrant player market where any object may be sold to other players. It is a true free-to-play game; even the most desirable items can be acquired from other players with in-game currency that is built up through gameplay.
RPG MO is created with adult gamers in mind, and progress into higher levels will not come quickly. Younger players also may enjoy gameplay, particularly if they are willing to be patient and develop skills.

RPG MO Includes
Explore 48 hand crafted beautiful pixeled large worlds
Explore randomly generated dungeons with up to a 4 player party
Fight monsters and players in many different modes - duelling, RSC-wilderness like map, last man standing arena and battle royale
Level up 19 different skills with no level caps
Build your own house or a dungeon and invite your friends over for a party
Choose or breed yourself a pet from our 480+ pets
Become a collector and try to get all our 5500+ items
Small but active development team with monthly updates for the past 13+ years
Genres
Stats
Engagement
Reviews
Themes across 59 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Dodgy moderators that like to flex their powers
Mods are truly awful, same with the brigading on negative reviews. Don't waste your time here.
peanut would love some pets and treats :) 🌸> フ | _ _ l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ__ヽ_)__) \二つ
Media

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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.
Languages: English, French, Italian, German, Portuguese - Brazil, Simplified Chinese, Swedish, Traditional Chinese, Spanish - Spain, Czech, Polish, Portuguese - Portugal +8 more
Hours played at review time, across 59 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Like Runescape, but no paywall, no boundaries, no limits. Anything is really possible. Great game, great community, amazing gameplay. Only thing is, there's barely any animations, but graphics do not compare to the gameplay.
属于什么元素都有但让新手摸不着头脑的休闲网游,可以理解为啥有人几千几千个小时,但对新手不算特别友好。比如一上来虽然有三种职业,但箭手和法师是很难开荒生存地。一只箭100还只能射4次,一个法术几百几千只能用75次,怪物掉的材料也不咋卖的起价钱。最直接的就是战士,但贴身肉搏总是很容易死。想自己做箭吧,研究了半天才知道砍树的木头可以在铁跕上做成木棍加制箭经验,但找不到制箭台,羽毛也不知道哪来,游戏里的/wiki信息并不多。木工也不知道在哪练。钓了一下午鱼好不容易攒够钱买了岛,岛上空荡荡的只有三块地可以练耕作,但种子和果子的投入产出比失衡导致根本不赚钱。物品不能重叠,背包空间也很受限,扩展一下就要几十上百万的。初始小镇里稍微好一点的东西都是几十万,我种了半天番茄往返小岛和城镇几趟浇水结果一个番茄才只能卖1块钱,比种子还便宜,倒亏本真是要吐血。NPC每个店里东西都不一样还经常没货,如果NPC自己店里卖同样的东西,他能半价收你的东西,否则杂货店的卖价就更低了。走路的卡顿就不说了,点个铁跕点个NPC半天没反应。我在北美啊,都能卡成这样。总之,游戏的内容和设计框架是好的,比较复古怀旧,但起步维艰吧,适合特别有耐心的人
Oldschool tarzda 2D izometrik bakış açısına sahip bir MMO oyunu. Klasiklerden uzak ve aşırı tatlı duruyor. Eskiden buna benzer oyunlar vardı ama yılına göre oyun hala diri ve ayakta duruyor diyebiliriz. Sunucularında hala oynayan insan sayısı var ben biraz şans verdim ve şahsen beni tatmin etti diyebilirim.
RPG MO lands firmly in the below‑average tier of RPGs. The presentation is weak with poor visual display and virtually no animation. Once you launch the game, your character automatically handles combat, fishing, woodcutting, mining and other skill tasks. Unfortunately, these activities are extremely repetitive and rely heavily on slow and time‑consuming grinding. Inventory management is another major frustration. The limited inventory space fills up quickly, forcing you to constantly run back to your chest to store items. If you don’t, you simply can’t carry anything else, which interrupts the flow of gameplay. Selling items isn’t much better. The NPC shopkeeper only buys your goods at 15% of their original value, making the player market the more sensible option. However, the player market is practically silent—likely due to the small player base—so even that system feels pointless. Overall, the experience lacks the engagement and polish needed to keep me invested. The repetitive gameplay, poor visuals and tedious inventory management make it difficult to stay interested for long.
0.0 Still in early access??? Thumbs down for lack of depth and in-game purchases. It is pretty for a little while though. That's 'bout all.
Mixed feelings. I like the game, and played it extensively as a second monitor game when working from home. Skilling requires an input every 60-180 seconds, depending on the success rate of what you are doing. The visual style is charming, in spite of the lack of animations. The music, composed by Samantha Foster, is excellent. The music of Dorpat with the occasional splash from the fishing sound effect kept me sane and grounded during some extremely long and high stress on-call sessions. Exploration is surprisingly enjoyable. Enemies don't move, so in some ways it plays like a turn-based dungeon crawler with supply management. The game is aggressively monetized although it is well hidden and not in your face. Cash shop items can be sold on the marketplace, allowing indirect conversion of fiat currency to game currency. Enchantments on equipment and jewelry massively increase power, particularly later into the game, and enchanting failures destroy equipment. Orbs of luck, a cash shop item improve the odds of success. Pets also contribute enormously to player power, and production of late game pets require stones of evolution, another cash shop items. These items are obtainable from bosses at low (usually around 1%) drop rates, but are infinitely available from the cash shop. Moderation is extremely mixed. On the positive, bots are aggressively banned. On the negative, some moderators are extremely condescending and unhelpful (Schw0in is probably the biggest offender) and quash all discussion of "sensitive topics" such as the game's monetization. Minimize the chat and play it as a grindy singleplayer semi-idle RPG with good vibes and where number goes up and you will enjoy it. Play it as anything else and you will probably hate it.
我们的MO(哽咽)会变成什么样子~~
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 0 | — | Free | |
| $0 | 1.8K | 60% | Free | |
| $0 | 0 | — | Free | |
| $1.2M | 3.1K | 87% | $12.99 | |
| $198.4K | 587 | 58% | $9.74 | |
| $18.5K | 104 | 84% | $9.99 |