What is meshMUD

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.

The basics

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.

Getting Started

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.

1
Send a DM to the game node
Find the meshMUD node on your Meshtastic client and send any message. The server responds with a welcome and asks you to pick a class.
2
Pick your class
One letter. W for Warrior, G for Guardian, S for Scout. That's your only creation choice — everything else emerges through play.
3
You're in
The server drops you in The Last Ember with starting gear and a handful of gold. Type L to look around. Type H for help. You're playing.
You → meshMUD: hello
meshMUD: Welcome to The Last Ember. Pick a class: (W)arrior (G)uardian (S)cout
You: W
meshMUD: Kael the Warrior. POW:5 DEF:4 SPD:3 HP:30. You stand in the tavern. Type L.
You: L
meshMUD: The Last Ember. Lanterns burn without oil. Grist polishes a glass. Exits: dungeon.
The Three Classes

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.

Warrior
POW-FOCUSED
High HP. Hits hard. Takes hits. Abilities like Strike, Bash, Rally, Cleave. Passive damage reduction. The front line.
Guardian
DEF-FOCUSED
Protective abilities. Shield, Ward, Fortify, Taunt. Passive: see enemy stats. Keeps others alive. Endurance is the weapon.
Scout
SPD-FOCUSED
Stealth and utility. Stab, Dodge, Ambush, Steal. Passive evasion chance. Thrives in the spaces between fights.
A Typical Day

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.

1
Visit Grist
The barkeep tells you what happened while you were gone. Who died, what fell, what the front line looks like. Always free. This is how the world stays alive between sessions.
2
Check the bounty board
Shared objectives the whole server works toward. A monster with a communal HP pool. An exploration target. You chip away at it — so does everyone else.
3
Gear up
Buy supplies from Torval, heal up with Maren if you need it, spend a bard token at the bar for a hint or buff. All free actions.
4
Enter the dungeon
Move room to room, fight what you find, look for secrets, leave messages for other players. Each move or fight costs an action. Twelve per day — spend them wisely.
5
Return to town
Bank your gold before the dungeon takes it. Tomorrow the rooms may have changed, the bounty may be weaker, and someone may have left you a message you need to read.
The Last Ember — Your Town

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.

🍺
Grist
Barkeep
Knows everything that happens in the dungeon because everyone tells him and he never forgets. Visit him first every session — he'll catch you up on what you missed. He also runs the bounty board, handles the epoch vote, and trades bard tokens for hints, buffs, and secrets. He doesn't trade because he's kind. He trades because he collects.
🩸
Maren
Healer
Used to be an adventurer. Went deeper than anyone. Came back done. Heals with her hands, not magic, and it hurts. She charges gold because free healing breeds carelessness. She's the reason you survive long enough to learn from your mistakes.
Torval
Merchant
Buys and sells gear. Appraises items by weight and sound. His inventory somehow matches what's in the dungeon each epoch. Nobody asks how. His prices are fair and his stock is real, which is more than you can say for most people in a town built around a hole full of monsters.
👁
Whisper
Sage
Sits in the same corner. Knows things about the dungeon that change each epoch — lore, connections, what the symbols mean. Speaks in fragments because that's how the information comes to her. Pay attention to her exact words. Players who dismiss her as flavor text miss half the game.
The Dungeon

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

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.

Playing Together

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.

Bounties
Shared objectives with communal HP pools. You chip away at a target over days. Everyone who contributes shares the reward when it falls.
Messages
Leave 15-character notes in dungeon rooms for others to find. Warnings, tips, coordinates. Dark Souls soapstone, over LoRa.
Mail
Send direct messages to specific players through the barkeep. Coordinate strategy, share secrets, warn someone about what's ahead.
Broadcasts
Major events announce to the whole mesh. Boss kills, rare finds, deaths, front line changes. The world narrates itself.

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.

The 30-Day Epoch

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.

Three endgame modes

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.

Secrets & Discovery

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.

Quick Command Reference

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.

Movement & Awareness
n s e wMove north, south, east, west lLook — describe current room, show exits x [thing]Examine something in the room LV5 whoList active players LV3
Combat
fFight — engage the monster in this room aAttack — basic melee/spell attack fleeAttempt to escape combat (SPD-based chance)
Town & NPCs
barkeepTalk to Grist — recap, tokens, bounties LV3 healVisit Maren — restore HP for gold LV3 shopBrowse Torval's inventory LV3 bankDeposit gold safely LV3 boardView active bounties LV3
Inventory & Character
iInventory — show gear and backpack LV2 stStats — show POW, DEF, SPD, HP, gold, level equip [item]Equip an item from your backpack LV2 use [item]Use a consumable LV2
Social
msg [text]Leave a 15-char message in this room LV5 readRead messages in this room rateMark a message as helpful mailCheck your inbox LV3 mail [who] [text]Send mail to a player LV3
Meta
hHelp — list all available commands h [cmd]Help on a specific command voteVote for next epoch's mode (day 30 only) LV1
Grist's Advice for the New Arrival
Things nobody tells you

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.