A text adventure played over radio. Five minutes a day. Thirty days an epoch. No internet required.
meshMUD is a multiplayer text adventure that runs over Meshtastic — a long-range radio mesh network. There is no internet connection, no app store, no account creation. You play by sending short text messages from your Meshtastic node. The game responds. Everything happens in 150 characters or less.
It plays like the BBS door games of the early '90s — Legend of the Red Dragon, TradeWars 2002 — adapted for radio. Short daily sessions. Asynchronous multiplayer. A shared world where you see evidence of other players without needing to be online at the same time. A dungeon that resets every 30 days.
You don't need to be a gamer. You don't need to be fast. You need a Meshtastic radio and five minutes.
You wake up in a tavern called The Last Ember. Below it is a dungeon that changes every 30 days. You explore it, fight monsters, find secrets, and help other players push deeper — all by typing short commands over your radio. When the 30 days end, the dungeon resets. Your character persists. The stories stay.
If your mesh network is running meshMUD, the game server listens for direct messages from any node. Send it a DM and it responds. That's it.
W for Warrior, G for Guardian, S for Scout. That's your only creation choice — everything else emerges through play.L to look around. Type H for help. You're playing.Three stats govern everything: POW (offense), DEF (survivability), and SPD (evasion, initiative, spellcasting). Each class leans into one. You earn 2 stat points per level to allocate however you want — that's where your build takes shape.
A session takes five to fifteen minutes. You get 12 dungeon actions per day — enough to explore a few rooms, fight a few monsters, and make progress without burning out. Town actions are always free.
The tavern is the one room that never changes. Epochs wipe the dungeon, reshuffle everything, reshape the world — but The Last Ember stays. Same bar. Same people. Same lanterns that burn without oil and nobody questions anymore.
Four people live here. They remember you across every wipe.
Four floors. Each one deeper, harder, and stranger than the last. Monsters get meaner. Secrets get subtler. The rooms change every epoch but the structure holds — floor one is where you learn, floor four is where legends are made.
You carry three pieces of gear: a weapon, armor, and a trinket. The trinket is the wildcard — it might grant a passive ability, boost an unexpected stat, or do something no other slot can. Six tiers of gear across the dungeon. The best stuff doesn't come from shops.
Death costs you all the gold you're carrying. Not your gear. Not your level. Just your gold. The question is always the same: do you bank it before you go in, or carry it and risk losing everything? The dungeon teaches you the answer. Usually the hard way.
meshMUD is asynchronous multiplayer. You don't need to be online at the same time as anyone else. You see other players through what they leave behind — messages scratched on dungeon walls, bounty progress that wasn't there yesterday, broadcasts announcing who found what and who fell where.
There is no PvP. All competition runs through leaderboards, bounty races, and endgame objectives. On a small mesh network where everyone knows each other, cooperation is the game.
Every 30 days, the dungeon resets. New rooms, new monsters, new secrets, new narrative. Your character keeps their name and their history, but gear and gold start fresh. Each epoch has an endgame mode — a shared objective the whole server works toward. On day 30, players vote on the next epoch's mode.
Hold the Line — the dungeon regenerates rooms. Push the front line deeper, establish checkpoints that lock in progress. The whole server descends together.
Raid Boss — a massive enemy with thousands of HP squats on the lowest floor. The server chips away over days. Discover its weaknesses. Coordinate the kill.
Retrieve & Escape — an artifact on floor four. Grab it, carry it to the surface. Something unkillable chases the carrier. Other players clear the path, block the pursuer, relay the objective hand-to-hand.
On day 15, the Breach opens — a surprise mini-zone between floors two and three with its own challenge, its own loot, and its own secrets. You don't know what's inside until it opens.
Twenty secrets hide in the dungeon each epoch. Some are behind walls that need a strong arm to break. Some are puzzles spread across multiple rooms. Some are hidden in things Whisper says that nobody thinks to write down. Finding them isn't required — but every secret you uncover gives a real mechanical advantage, and some of them benefit the entire server.
Read the room descriptions carefully. The dungeon tells you where its secrets are. It just doesn't tell you plainly.
Every command fits in a short message. Most have single-letter shortcuts. New commands unlock as you level up — the game teaches you as you go.
Bank before you descend. Death takes everything you're carrying. Not your gear, not your level — just your gold. The bank is free. Use it.
Visit Grist every session. His recap costs nothing and tells you everything you missed. The bounty board is there too. Five seconds of reading saves you from walking into something that killed Sable yesterday.
Leave messages. A 15-character note in a dangerous room saves someone's life tomorrow. This is a small network. Help each other.
Read room descriptions. The dungeon hides things in plain sight. If the text mentions scratches on a wall, there's a reason. If Whisper mumbles about the eastern branch, there's a reason. The game rewards attention.
You don't have to fight everything. Twelve actions is enough for a good day, not enough for a reckless one. Know when to push and when to walk away. The dungeon will be here tomorrow.
Bard tokens accrue whether you log in or not. One per day, cap at five. Spend them at the barkeep for things gold can't buy — hints, buffs, intel. A patient player who saves five tokens gets information that changes everything.