What is Awakened Worlds? Awakened Worlds is a highly evolved Shadowrun MUD based originally on Circle code, but evolved quite extensively to follow the Shadowrun rules system. Awake has a Matrix, rigging, functional cyberware and bioware, shamanic and hermetic magic, and physical adepts. There are many areas to explore and improve yourself in, from Downtown Seattle, a robust area with alot in it, to more distant locales like the NAN and Tir Tairngire. All major archetypes are fully functional, with a recent magic upgrade bringing mages and shamans into their own. The codebase and world are both constantly evolving, bringing lots of new features, fixes and areas into play almost every day. Awakened Worlds stays true to 3rd edition Shadowrun rules from Fanpro, but will sometimes favour playability over realism. We are RP optional, with plenty of players looking for RP, and many opportunities to get involved in both player and immortal created events. We have a full staff of dedicated immortals, builders, coders and player helpers who are eager to help you learn your way around the Sprawl. Check out our message boards for just a taste of what is going on both in and out of character. So do you want to be a cyberdeck riding decker? A rigger with an army of remote control drones? A street samurai loaded to the gills with body upgrades? Or maybe just a wandering shaman, helping people out in return for a place to sleep? Then come join us! New to Awakened Worlds? Read this message from one of our Immortals and these testimonials from our players. Need more of an idea of the world Awakened Worlds is set in? Read some fiction by our players.

How Can I Connect? Either click the Connect via Java Applet in the bar along the top, or the Connect to MUD button to automatically have your MUD client connect. Alternatively you can enter awakenedworlds.net port 4000 in your MUD client of choice.

New Hosting ... :: Read more First and foremost, I would like to apologise for the downtime, due to unforeseen server issues we have had to move to a new server. I am slowly working on getting everything back up and running. This new server should offer much better latency to our US players.

(Read more... | 8 comments) Posted by Che on 06-27 12:22PM (31178 views)

TAYU Beta Now Available ... :: Read more TAYU, the steampunk MUD that I have been working on for over a year is now available for open beta testing. New players are now being accepted on awakenedworlds.net:5545. The MUD is still far from finished but is now in a playable state. More information on the world and game concepts are available on http://www.awakenedworlds.net/wiki

(Read more... | 1 comment) Posted by Che on 05-05 5:40AM (29547 views)

Bi-Yearly Update Post



For those of you not in the know TAYU is a Steampunk MUD set to the backdrop of interstellar trade and piracy. It is coming along nicely and is almost ready for Beta testing by more than a handful of people.



On the AwakeMUD and Awakened Worlds scene updates have mainly been small things that have been a long time coming. Commands like AvailOffset to help with those hard to get items and passive damage crediting the killer with quest completion and karma.



Lots of smaller back end changes have also taken place allowing the MUD to run much more efficiently and bug free.



I'll try update this a bit more in the future, but if I don't then you can only blame Feuerschwinge. ... :: Read more It seems I never update this as much as I should. Work on AwakeMUD has been slow this past year as I have been concentrating alot of my focus on the TAYU Fork of AwakeMUD.For those of you not in the know TAYU is a Steampunk MUD set to the backdrop of interstellar trade and piracy. It is coming along nicely and is almost ready for Beta testing by more than a handful of people.On the AwakeMUD and Awakened Worlds scene updates have mainly been small things that have been a long time coming. Commands like AvailOffset to help with those hard to get items and passive damage crediting the killer with quest completion and karma.Lots of smaller back end changes have also taken place allowing the MUD to run much more efficiently and bug free.I'll try update this a bit more in the future, but if I don't then you can only blame Feuerschwinge.

(Read more... | 0 comments) Posted by Che on 11-09 7:04AM (28360 views)

Recent Updates



Gone is the need to scour the Sprawl searching for that elusive 34-round Assault rifle clip. Now you can go to any weapon shop and pick up blank clips to use in any weapon. Ammunition is now purchased in large crates and is manually loaded into clips.



And now individuals can use kits and workshops to create ammunition for any weapon, creating a new industry for player-to-player commerce.



Along with these are a boatload of smaller additions and changes along with many bug fixes. ... :: Read more Quite a few new updates concerning Ammunition have gone in recently. This has served to not only make ammunition easier to manage and obtain but to also bring it closer in to line with 3rd Edition rules.Gone is the need to scour the Sprawl searching for that elusive 34-round Assault rifle clip. Now you can go to any weapon shop and pick up blank clips to use in any weapon. Ammunition is now purchased in large crates and is manually loaded into clips.And now individuals can use kits and workshops to create ammunition for any weapon, creating a new industry for player-to-player commerce.Along with these are a boatload of smaller additions and changes along with many bug fixes.

(Read more... | 0 comments) Posted by Che on 01-23 11:46PM (29287 views)

New Release 0.8.20



Some of the updates include the new Trideo code, many updates to combat, the completely rewrote pfile backend using MYsql, and many memory fixes to lower the MUDs memory footprint.



Hope you enjoy this new release, and as always any problems or questions can be addressed on the MUD forums. ... :: Read more After a years wait I have finally released a new stable version. All code updates from 2007 and early 2008 are included, as well as directory structure changes and base world file updates.Some of the updates include the new Trideo code, many updates to combat, the completely rewrote pfile backend using MYsql, and many memory fixes to lower the MUDs memory footprint.Hope you enjoy this new release, and as always any problems or questions can be addressed on the MUD forums.

(Read more... | 0 comments) Posted by Che on 03-18 3:58AM (33445 views)

Recent Changes



Along with this comes numerous other changes and many, many bug fixes (mostly memory allocation) that have increased the play quality immensely. ... :: Read more Recently I've implemented what is probably the biggest change in the way the MUD is played, Hardcore Mode. Hardcore mode is an optional flag that enforces Permanent Death. It designed to give the more experienced player an extra challenge and incentive to start a new character. Very soon this mode will also be ranked, giving people a chance to leave a lasting impression on the MUD.Along with this comes numerous other changes and many, many bug fixes (mostly memory allocation) that have increased the play quality immensely.

(Read more... | 0 comments) Posted by Che on 06-03 12:10AM (34312 views)

