
Screenshots

Watch trailer on Steam ↗MMOS: MMO Simulator
SwiftSync · Published by SwiftSync · Official site ↗
Last updated 29 Sept 2026
The MMO management sim where you operate a living MMORPG. Paint zones, design classes, gear, quests and dungeons, and run the economy. Then thousands of autonomous adventurers move in, form guilds, run and rate your dungeons, and pay the subscriptions that fund you.
Indie, Simulation, Casual · 2026 · More free games
About this game
Most games put you inside the MMORPG. This one puts you in the chair behind it. You are the studio, the live team, and the world designer all at once: you build the zones, stock the dungeons, author the loot, set the prices, and open the systems. Then you step back and watch thousands of fully autonomous adventurers move into your world, form parties, grind levels, chase gear, haggle on the auction house, die to your monsters, and if your world is good enough, keep paying the monthly subscriptions that fund everything you do.
It's RollerCoaster Tycoon with an MMORPG twist: a top down living-world management sim where every subscriber is a simulated player with their own goals, and your job is to build a world worth playing.
The core loop
Build the world. Paint terrain, carve zones, lay roads, plant the wilderness, and place the monsters, towns, and points of interest that give your MMO a shape.
Stock the content. Author monsters, loot tables, gear, consumables, quests, and gathering nodes. Decide what drops, where, and how rare it is.
Run the economy. Open vendors, an auction house, and a flight-path network. Set fares, prices, and policies. Manage the flow of gold so your world stays healthy instead of inflating into chaos.
Grow your playerbase. A good world attracts and retains subscribers. Happy players tell their friends; bored ones churn and tell everyone why. Watch the population, the gold economy, and the XP curves, then tune the world to keep adventurers happy and paying.
Run the live game. Schedule events, follow the seasonal calendar, open new dungeons, and react to what your players actually do. Retention is won patch by patch.
A world that actually plays itself
The adventurers aren't scenery. Each one is an autonomous agent built from a weighted blend of player-type drives - the killers, achievers, explorers, socializers, and the gold-obsessed traders. Those drives shape what every adventurer chooses to do moment to moment:
Levelers push into tougher zones as they outgrow the easy mobs.
Treasure-hunters farm monsters for their most profitable drops.
Gatherers learn professions and work resource nodes.
Traders buy low and sell high on the auction house.
Explorers spend real gold on flight paths to see the far corners of your map.
They form parties, share threat in combat, level up, gear up, go broke, get rich, and occasionally die - all emergently, all driven by the world you built.
A society, not a spreadsheet
Adventurers make friends, chat, hang out in town between sessions, and found guilds with rosters, roles, and banners. Loot gets rolled for need or greed. Streamers show up, spotlight your content, and pull in waves of new players. Click any adventurer to read their thoughts, traits, drives, and current wants, inspect their gear and professions, and see exactly why they are delighted or about to quit.
Deep authoring tools
Terrain & zones: paint grass, water, roads, and hazard tiles like lava; define polygon zones with their own identity; plant trees and decorate the wilds.
Monsters, Dungeons & Spawners: author creatures with stats and loot tables, then place spawners that keep your zones populated. Build intricate dungeons or raids for players to group up and explore in.
Classes, Abilities & Gear: design classes, abilities, weapons, armor, and offhands with level requirements, two-handed rules, and combat-stat effects. Every item has a quality tier from common to legendary that drives both its power and its rarity on the avatar.
Mounts: a collectible roster of ground and flying mounts that adventurers save up for, show off, and ride across your map. Set them as rare boss drops and watch your most dedicated players flaunt them.
Crafting, consumables & quests: gathering nodes, crafting stations, recipes, potions, and quest content for your adventurers to chase.
Factions & PvP: set up rival factions, balance their populations, and let the conflict play out.
A real, self-correcting economy
Gold isn't a number that only goes up. The simulation models faucets and sinks: monsters mint gold when looted, while vendor purchases, flight fares, mounts, crafting reagents, bank vault slots, and auction deposits drain it back out. Item prices are world-derived from each item's identity and quality, then nudged by live supply and demand. A built-in economy dashboard tracks gold minted vs. burned (with per-source breakdowns), population, wealth leaderboards, and XP rates over time so you can spot inflation, dead content, or a broken market and fix it. You set the subscription price, and every design decision echoes in the ledger.
Dungeons: design, test, open
Dungeons are content you operate, not just place. Lay out the rooms, pick a theme, stock the bosses and telegraphed abilities, then send staff testers through before opening day. Once the doors open, adventurers queue through the group finder, clear it or wipe, and leave ratings that drive future demand. A dud sits empty; a great one becomes the reason people subscribe.
Tune everything
You don't start with everything: new systems, capacity, and content unlock through a research tree, growing a small game into a full MMO. A sandbox tuning layer lets you adjust the rules of your world, and a seeded simulation means you can reproduce and experiment with worlds deterministically. The whole thing runs as a living, self-directed simulation under a stylized, flat illustrated art style - readable, colourful, and built entirely from programmatic visuals.
Genre & style
Genre: Management / tycoon / living-world simulation
Play style: Single-player, sandbox, endlessly tweakable
Vibe: Build-and-observe - set the systems in motion, then watch the consequences ripple through a world of thousands
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: Any
- Memory: 4 GB RAM
- Graphics: Integrated
Supported Languages
Latest news
Patch NotesOfficial
0.8.1 Beta: Bridges, Patrols and Fixes
Thank you for the feedback.MMOS 0.8.1 Beta is out now. Almost everything in this patch started as a message from one of you: quests that were never taken, flag carriers standing still, forum threads that weren't honest, an adventurer window that hid the guild, and a stack of editor rough edges. Keep them coming. Firstly, as Next Fest is approaching, I felt the need to polish the Tutorial experience...Tutorial and your first hour A fairer tutorial. The guided tutorial no longer researches half the tree for you. You research each top-bar feature yourself, guided research completes in one day, and new steps cover Recognition, Dungeons, PvP and Guilds with a look around after each one. Also, you start with $8000, instead of $100,000.A kitted starter roster. Starter adventurers have level appropriate gear, Items and Inventory are researched, meaning there are fewer initial complaints about gear in the Forum. Guided rings stay on screen at every interface size. Starter sandbox islands vary. A fresh island is all grass, all sand or all snow, and seeds keep their shape. The tutorial world has terrain: terraces, a snow massif, a mesa, and a river crossed by stone, rope and wood bridges. Everything stays reachable from the capital and nicely showcases some of the new features to hopefully spark inspiration for new players. World building Bridges. A new Bridge tile spans water, lava or a gap at any height. Three styles (wood, stone, rope) and the tint brush recolours. NPC patrol paths. Give any NPC stops, a walk speed and a per-stop wait. Patrols respect elevation and bridges, adventurers chase a walking quest giver, and the NPC pauses to talk when a player is close. Dock routes on the map. Select a dock to see the route to its partner; the dock panel jumps to the partner dock. Raise and Lower in the dungeon and PvP map editors. The premade raid now climbs from act to act as an example for newer players. Decoration scale from 0.25x to 5x, per-settlement roof colour with Apply ...Read full article on Community Announcements (swiftsyncltd)AnnouncementsOfficial
0.8 Beta: PvP, Guild Rivalries and a World Worth Fighting For
Give your players something to compete over.MMOS 0.8 Beta is out now! This update gives your MMO more reasons for players to come together: a ranked team chasing its next win, a guild preparing for raid night, a faction taking somebody else's territory, or a server racing for a Realm First.Arenas, battlegrounds and ranked seasons Build your own PvP maps, choose where adventurers sign up and organise casual or ranked competitions. Arenas support formats from one-on-one to five per side, with maps supporting up to eight sides. Battlegrounds bring larger team fights with four modes: Team Deathmatch, King of the Hill, Capture the Flag and Area Control. Match teams randomly, by faction or by guild, with shared respawn waves keeping battleground reinforcements together. Schedule seasons on the Calendar and watch persistent arena teams climb the ladder. Author reward tiers with gold, gear, titles, achievements and mounts, then keep the finished standings in the season archive. Coordinated play sessions help teammates find time to compete, and a team representative can handle signup without making every member walk to the queue giver. The new PvP War Table brings maps, playlists, seasons, queues and records together. Watch live scoreboards, inspect match history and spot maps that keep producing one-sided fights. The HUD's Spectate menu also lets you jump into active dungeons and raids. Territory, loot drop on death and Hardcore Make a zone contested and place a capture point. Factions fight to take it, and victory changes who owns the zone and its services. For a riskier world, research Full Loot and decide how many of a defeated adventurer's most valuable carried items they keep. Set that number to zero to put all eligible carried gear and bag items at risk in World PvP. Adventurers take that risk into account, including banking valuables. Arena and battleground deaths do not trigger full-loot losses. Hardcore is a separate research unlock. Leave it off, allow willing new...Read full article on Community Announcements (swiftsyncltd)AnnouncementsOfficial
0.7 Alpha: Raids, Content Packs & More
It's time to design some Raids - then share them! 0.7 is about the far end of your MMO. The instances you build can now become the thing a whole server organises around, the adventurers running them can change shape to suit the fight, and everything you author can finally leave your world and turn up in someone else's. If you are continuing a 0.5.x or 0.6 world, MMOS will ask before upgrading it and keep a backup copy of the original save. RaidsRaids are now available. Choose Large, or the new Epic arena size, when placing one, and gather groups of up to thirty adventurers with quick 10, 15 and 20 presets. Bosses with an identity. Bigger models, tints, adornments, auras and floating encounter names, plus an enrage that turns the fight desperate below 30% health. Content to start from. A seeded three-act raid ships ready to explore and dissect. Watch the whole roster. Spectating a run now shows party and raid frames beside the action, with health, role and who is being targeted. In the free demo. Raids are not held back for the full game. Why not, right? Shapeshifting Adventurers can now change into animal and monster forms. Author a shapeshift ability in the Ability editor, pick one of five bodies (cat, wolf, bear, bird and demon), tune its stats, and grant it to a class. A form lasts until the adventurer drops it, or you can give it a timer in seconds. A form can also override the free auto-attack's style, so a bear can swing where its owner cast. Adventurers shift on their own when a form suits the moment: a swift cat for the open road, a bear to soak up hits, and a bird that truly flies once flying mounts are researched. It all starts with the new Shapeshifting research node, found beside Classes on a roomier Research screen. Content Packs Everything you author can now travel between worlds. Export items, classes, monsters, quests, dungeons and raids into a pack file, share it, and import it into another world; the pack brings along whatever its content needs to ...Read full article on Community Announcements (swiftsyncltd)AnnouncementsOfficial
0.6 Alpha: Pets, Summons & Titles
0.6 is one of the largest MMOS updates so far. It gives adventurers new companions to fight beside, lets races enter the world through distinct starting areas, and adds a stack of new tools for shaping the world they play in. If you are continuing a 0.5.x world, MMOS will ask before upgrading it and keep a backup copy of the original save. Pets and summons Classes can now field up to three permanent companions at once. Pets follow their owner through the world, join their fights, take damage, and show up beside the class in the Races & Classes preview. Build your own pets. The new Pets tab includes eight bodies — wolf, bear, boar, cat, hawk, spider, imp, and fiend — with editable colour, size, movement speed, health, damage, attack style, and range. Give them a role. Damage companions add teeth to a class; tank companions generate extra threat and can take the pressure off their owner. Give them abilities. A pet can carry up to four authored abilities. Friendly casts can heal or support its owner and nearby party members, so companions can fill a genuine support niche too. Summon temporary allies. Summons use their own slot, so a caster's battle pet can fight alongside their permanent class companions instead of replacing one. Pet movement and pathfinding received a substantial pass as well: companions keep up more reliably, recover when separated, and navigate around the world as companions rather than decorative followers. Races and starting areas Create playable races of your own, assign them to a faction or leave them neutral, choose their look and racial bonuses, and decide which classes are available to them. Faction spawn points can now be limited to particular races, and a faction can have several of them. That means a faction no longer needs to pour every new adventurer into the same place: Dwarves can begin in a mountain settlement while elves wake in the forest. Different starting areas can introduce races to different scenery, settlements, and nearby con...Read full article on Community Announcements (swiftsyncltd)Patch NotesOfficial
0.5.2 Alpha: A Deeper Tutorial, Support Mobs and Faster Authoring
New in 0.5.2 The tutorial goes deeperNew demo players kept getting lost the moment the tutorial handed them a window and moved on. The guided chain now walks inside every panel it opens: Research takes you to the Game & Server tab and has you power a rack seat down and back up, so server capacity is something you have touched rather than read about. MMO steps through History, Zones and Stats. Economy steps through Gold Economy and the Auction House. Players steps through Thoughts & Goals, then asks you to click an actual adventurer and walks their profile tabs. After the dungeon beat, the tutorial walks the top bar left to right: Items, Races & Classes, Abilities, Mounts, Mob editor, Professions. Every editor you own gets opened once, in the order the buttons sit on screen. Guided onboarding is 21 steps and the full guided chain is 27; the sandbox chain stays lean at 10, so a veteran starting a new world is not made to sit through any of it. The rest of the tutorial pass Tutorial is now the primary button on the main menu, with a Recommended pill that pulses until you finish it and then never comes back. Your tutorial realm gets a randomly generated fantasy MMO title instead of "Tutorial Realm", and the copy uses it. A half finished quest is already sitting on your desk, so the quest step is "finish this draft and point it at your new camp" instead of "write a quest from scratch". A payoff beat after you publish it: the chain waits for an adventurer to actually pick your quest up. The research wait is shortened in tutorial worlds only, so the chain no longer stalls on a multi day timer. Dungeon Save & Exit now asks whether to reopen the instance. That applies to normal play too, not just the tutorial. The Select tool is highlighted properly when the tutorial asks you to name your city. A guided tutorial can no longer be skipped or switched off from inside it, since choosing Tutorial on the menu is already opting in. The per step 60 second hatch stays, because that o...Read full article on Community Announcements (swiftsyncltd)






