Lugdunon is a 2d multiplayer RPG / sandbox game that is reminiscent of the 16 bit console era. Lugdunon runs within your web browser, so there is no need to download a client. Lugdunon can also be played ‘on the go’ on mobile devices such as iPads and Android tablets. Players can engage in combat with each other or with NPCs, craft and trade items, empower their character with the advancement system, place and decorate in-game signs using the full-featured sign editor, and more!

However, what is really interesting about Lugdunon is the ability to take the game and truly make it your own. With powerful in-game editors available to players who have been designated ‘Game Masters’ and the ability to run your own server, the sky is the limit! Currently, from within the game itself, Game Masters can create new crafting recipes, add and edit NPCs, paint the landscape using up to 16 terrain layers, raise and lower elevation to create cliffs and chasms, place items, and edit NPC spawn points.

Many more features are planned, and new ones are being added every week. Check the Feature Roadmap section of our wiki to keep up to date on what has been completed and what is still to come.

Lugdunon is currently in beta / early access, with the final release slated for early 2015.

Image RSS Feed Screens
Arc Power Items Dimensional pocket Filter and splitter at work

Beta 0.7.1 released. Public server listing added, support for custom server login handlers and server information icons, arc matter system expansion, arc teleporters and dimensional pockets, client-integrated image <-> terrain conversion utilities, server audit log API, an official Lugdunon github, and bug fixes.

Public Server Listing and Server List Redesign

A public server list has been added to the server selection screen. This screen now contains two tabbed panels, one which contains the older server list (now repurposed as a favorites lists) and the other displays all public servers that are currently online and accessible.

Public server listing

Several new features were added to facilitate this listing, including:

  • 'list.publicly' server config property. This property is a boolean (true/false) property that if set to true will 'flag' the server as public.
  • '' server config property. This property should contain the server's externally accessible IP address or host name (if different from the 'host' server config property). This can also be set in the standalone client by clicking on 'External Address' field in the 'Standalone Client' settings section.
  • 'server.connect.password' Server config property. This property, if set, will contain the password needed by a player to connect to the server in order to play.
  • Server information icons (which are covered in the next section).
  • Custom login handlers (which are covered in the next section).

The server list has been redesigned as well to provide a better presentation of each server's information and to accommodate the new server information icons.

Login Handlers and Server Information Icons

The new login handler mod API allows modders to create custom login verification checks. The source for an example mod containing a simple REST account check verification service is available at the new Lugdunon github repo here.

Server information icons are intended to provide an overview of the features supported by the server. Each icon represents a feature and serves as an indicator of the feature's state as well. In addition a mod API has been added to allow modders to create custom server information icons. The above github source link also contains an example of a custom server information icon.

Arc Matter System Expansion

The arc matter system received some attention this release. Specifically, support for three new matter transport mechanisms that allow matter to be split or filtered between multiple outputs, and condensed from multiple sources.

Arc Power Items

Also, two new information providers were added that supply either a specific inventory item or an item type. These can both be hooked up to the matter filter's information input conduits to control the flow of items to various outputs.

Item type information provide

Inventory item information provider

Filter and splitter at work

Arc Teleporters and Dimensional Pockets

Arc power has now been leveraged to allow players to teleport from one location to another. Expanding upon the paired item mechanism used in 0.7.0 to make arc conduits possible, the paired property can now be tied to placed items (and make the transition between inventory and placed items or vice versa).

Teleporters can be used across instances however, they must be powered to operate and can have their player access customized using the familiar key-based access restriction system.

Dimensional pockets also make their debut in this release. Dimensional pockets are a small pocket dimension that exists as a tear in the fabric of space, held open by an active arc power source. They are small instances that are geared towards allowing players to compartmentalize their arc power circuits, and come with water and magma reservoirs suitable for harnessing hydro and geothermal energy.

Dimensional pocket

Both of these items are craftable using the highest tier in the Tinkering profession.

Image <-> Terrain Conversion Utilities

For a long while, importing and exporting terrain data using images was accomplished via a couple of command-line utilities. With 0.7.1 this functionality has now been rolled into the client, complete with UI, and with some focus on expandability. Look for this feature to grow in the future once biomes and further terrain enhancements are added.

Image to terrain utility

Server Audit Log API

Tracking auditable actions now has proper support, logging to ~/logs/auditXX.log. The intent is to use these logs to provide an audit trail of all state change actions that occur in game, allowing server admins to track player actions for a myriad of reasons such as: item / currency restoration in the case of a server crash or bug, hacking detection, griefing, deeper metrics gathering etc. Simply calling net.lugdunon.util.logging.AuditLog.log() methods will enable modders to add custom audit logging to their code.

In coming releases, this feature will be leveraged by more and more of the core code base, eventually bringing it all inline.

Lugdunon Goes Github

This release also sees the first two Lugdunon-related github repositories go live.

The first provides access to several ant tasks designed to make the creating and packaging of mods as simple as running a single command and an example build script designed to illustrate the various options available for configuring a mod build.

The second contains a complete mod example, with build script that illustrates implementing a custom login handler and server information icon.

Look for more examples here in the future, as well as the eventual migration of all of the core mods to their own github repositories. Hopefully this will provide enough examples and information to allow modders to hit the ground running with developing custom mods for Lugdunon.

Bug Fixes

  • Fixed an issue with inventory dialog subpanel background not displaying correctly when configuring conduits on containers.
  • Fixed an issue with net.lugdunon.command.core.ErrorCommand not cleaning up the alert dialog.
  • Fixed a few terrain mappings.
  • Fixed an issue with net.lugdunon.ui.table.cell.content.InlineEditorContentCellRenderer not correctly validating against the columnDef.editorInputFilter.
  • Fixed an issue that was causing the standalone client's window in Win 8 to be too small for the minimum required game resolution.
  • Fixed an issue with the ArtifactUpdater that was causing mods to not properly install when updated. Stupid me forgetting to that JarFile had a close() API.
  • Fixed an issue that was causing some instances to not work in the downloaded servers/clients.
  • Fixed an issue that was causing the plagued citizen / zombie kill quest to not register progress as far as the zombie kills were concerned.
  • Fixed an issue with net.lugdunon.command.core.inventory.MoveInventoryItemCommand not properly moving items between placeables in some cases.
  • Fixed several shortcomings with the ContainerMatterArcHandler.
  • Fixed an item instance indexing problem in the MatterPumpArcHandler.
  • Fixed a concurrency issue in ArcPulse.

Other Changes of Note

If you are playing on a computer that has both keyboard / mouse and touchscreen inputs, a dialog will now prompt you to choose your desired input method:

Multiple input detection

  • Added color property to terrain preset layers.
  • Public server registration is accomplished at server launch time if the "list.publicly" server configuration property is set to "true", and a keep-alive is sent every minute thereafter.
  • Added "" to the server configuration properties.
  • Added "server.connect.password" to the server configuration properties.
  • Added "list.publicly" to the server configuration properties.
  • Added a justify property to the offset argument of game.showLabel() in the client-side API. Valid values are "left","right", and "center" with the default being "center".
  • Clicking on the External Address field of the Standalone Client Settings dialog will auto assign its value to the '' server configuration property.
  • Added net.lugdunon.states.LargeDialogState.setHeaderText(text) to the client-side API.
  • Public server listings have a button that allows for quick saving to / removing from the player's favorites list.
  • The layout of the server listings has been refactored to better present the necessary information, including the addition of connection property icons.
  • Server listing dialog is now comprised of two tabs: the player's favorites, and publicly listed servers.
  • Added simple argument to the net.lugdunon.states.list.LargeListState.updateListItems() function in the client-side API. 'simple' is a boolean value that if set to true, the content container will not be regenerated.
  • Added cleanup argument to the net.lugdunon.states.list.LargeListState.createContentRow() function in the client-side API. 'cleanup' is a function that will be called when the row is removed.
  • Added labelText and icon arguments to the net.lugdunon.states.list.LargeListState.makeEditable() function in the client-side API. Both properties allow the appearance of the edit button to be customized.
  • Added net.lugdunon.command.Client.serverConnectionFailed() to the client-side API.
  • Added code to net.lugdunon.state.World to convert pre 0.7.1 world data to the newer version (where paired items are concerned).
  • net.lugdunon.state.World.getWorldConfigProperty() now only reports on the first access of a given property.
  • net.lugdunon.Server.getServerProperty() now only reports on the first access of a given property.
  • Added support for a game mode change event.
  • net.lugdunon.ui.Modifiers now subscribes to the game mode change event.
  • net.lugdunon.states.tiledGame.TiledGame now subscribes to the game mode change event.
  • Default renderer now handles the rendering of paired item information in the item's tooltip. Paired sibling id can now reference an inventory item or a placeable item (formatted as itemInstanceId:instanceId).
  • Added an audit log API, used to provide an accounting of actions performed in the game. This will slowly be implemented in the next few updates to includes all actions. findInventoryItem(itemInstanceId) to the client-side API.
  • Added net.lugdunon.character.Character.findInventoryItem(itemInstanceId) to the client-side API.
  • Added support for a content dropped event handler on the client. This event fires when a file is dropped into the client window.
  • Added game.input.onContentDropped(e) to the client-side API.
  • Added contentDropped(e) for event handlers on the client-side API.
  • Interaction hover-over on placeable items will only display if the player has an item equipped that can affect the placeable item. Tooltips and labels will still display.
  • Paired items now made a generic item property instead of being solely conduit focused. Paired items can also span inventory and placeable items.
  • Placeable state changes and damage updates should now be pushed to all placeables that a client has knowledge of, not just those currently on screen.
  • The modifiers UI is no longer displayed in edit mode.
  • CodexRESTHandler now reports on item types, subtypes, spelltypes, and spellschools.
  • Increased durability of all tools and weapons.
  • Doubled durability of all armor.
  • Added small change to Namespace.js to allow for breakpoint debugging in chrome.
  • .ldn files no longer require an artifact property. If omitted, update checks are not performed.
  • Added API to allow mods to provide custom server status items (icons).
  • Added API to allow mods to provide custom server login handlers.

As always, the full change log for 0.7.1 is available here.

Beta 0.7.0 released!

Beta 0.7.0 released!

1 year ago News 0 comments

Beta 0.7.0 released. Lugdunon finally gets a power system, automation, a new crafting discipline, new items and recipes, more sounds, support for radial...

Beta 0.6.4 released!

Beta 0.6.4 released!

1 year ago News 1 comment

Beta 0.6.4 released. Important features: mod repositories, full mod management from standalone client, initial pass on particle system, new quests, locations...

Beta 0.6.3 released!

Beta 0.6.3 released!

1 year ago News 0 comments

Beta 0.6.3 released. Important features: improved lighting model, quest editor added, character switching without having to relog, embedded JREs in all...

Beta 0.6.2 released, now with a standalone client!

Beta 0.6.2 released, now with a standalone client!

1 year ago News 10 comments

Beta 0.6.2 released. Important features: standalone client, a formalized world generation, compendium lugus, enhanced mod support, auto-updates, and bug...

Lugdunon is a 2d multiplayer RPG / sandbox game that is reminiscent of the 16 bit console era. Lugdunon runs within your web browser, so no client download is needed. Lugdunon can also be played ‘on the go’ on mobile devices such as iPads and Android...
Post comment Comments  (0 - 10 of 39)
Guest Jul 28 2014 says:

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lugdunon Creator
lugdunon Jul 29 2014 replied:

Hi there,

Thanks so much for the feedback. Hopefully I can adequately address all of the points you raise.

> Like what is this game about?

Lugdunon is meant to provide players, GMs, and modders with the ability to create a world in which they, and others, can explore. By supplying the tools needed by GMs and modders to build a multi-player or single-player campaign that suits their vision with respect to art, sound, and game mechanics, the hope is that an active community will grow to support the player-base.

Also at this current time, using the native client, players are able to create and host new campaigns from within the game client, install / toggle mods, and explore the world editing tools.

The two default servers are both running the default campaign at the moment, which is intended to showcase the various features and subsystems that Lugdunon puts at the players’, GMs’, and modders’ disposal.

I do apologize if the default campaign seems somewhat undirected at the moment. Currently I am having to balance the introduction of new features, tweaks, and fixes with building out the world in the default campaign.

> I joined the Netherland server as guest and was caged on a small island about 50x50 tiles big.

The actual play area in the default campaign is 512x512 tiles, and does take place on an island of sorts which occupies the lion’s share of that 512x512 tile area. There are also several indoor and underground instances available to explore as well.

Custom worlds can feature larger (or smaller) map sizes with the only constraints being memory, and that the tile dimension must be a power of two.

> Do you just go around building stuff like in minecraft kind of sandbox?
> Cause the game seems like a survival kind of sandbox game like Wurm Online except that there are no survival aspects.

The default campaign does present itself as a bit of sandbox, although with some RPG/MMO elements present as well.

(continued below)

+1 vote   reply to comment
lugdunon Creator
lugdunon Jul 29 2014 replied:

> When you go too far north a graphic bug makes half the objects disappear, there is no guideline on what to do as beginner and there is not much sandbox gameplay to do when in a 50x50 big area.

What client/browser were you using when this occurred? It could also be that you headed north of the main town, which hasn’t been built out yet.

> I don't get the point.
> Can I build rafts to get across the water or is there some form of tile/terraforming where I can replace water/grass etc. tiles with different ones?

You can terraform to a degree by tilling earth, placing sod (which is gained by tilling earth) and by placing slate. The latter is useful in building roadways or serves as a suitable area for malting hops.

Also the GM mode (unfortunately, not accessible with a guest account) allows for wholesale editing of the game world, including a terrain / elevation, NPCs, crafting recipes, quests, placing / removing / configuring items, and more.

> And why do quests tell you how much rewards you get but don't explicitly tell you what to do or where you got your quest from?

Thank you for pointing out any confusion with the quest text; we were hoping directions and objectives would be easily inferred without a list. we’ll make sure to do a review and try to make things a bit more enumerated

I do need to add support for showing who / what originated the quest (the NPC that resolves the quest is already displayed), and I do have a feature request already for providing support for objective markers on the mini-map.

> I've been searching for coal everywhere on one quest cause it doesn't tell you how to obtain coal and on another quest I can't find the quest NPC anymore.

Coal is available in the mine just to the north of the family farm where you start. Thanks for pointing this out, I’ll amend the quest text to provide a little more direction.

Do you remember the quest where you lost the quest giver?

(continued below)

+1 vote   reply to comment
lugdunon Creator
lugdunon Jul 29 2014 replied:

> Why are quests the things that give you the most EXP anyway? Isn't it supposed to be a sandbox game? What's sandbox about doing quests for exp, isn't that theme-park MMO feature? Why not just make a beginner guideline at the start of the game that introduces you and then sends you into a open world?

The aim is to provide the means for a GM to create and provide the game experience they want to run. If they don’t want questing, then they can ignore the questing system altogether. GMs can also disable the sandbox aspects to create a more MMO / RPG experience.

The default campaign is designed to showcase the range of subsystems and features available. It is likely that in the near future, multiple campaigns will be made available to focus on certain game experiences.

> Seems all weird especially when the price tag is set at 15 dollars!?

Currently, it is priced at $5 with the release price at $15. There will be no subscription or addons to purchase either. The initial cost is all you’ll ever spend.

Thanks again for your feedback. I hope that you’ll check us out again in the future.


+1 vote   reply to comment
GameUIDesigner May 30 2014 says:

Good luck! looks great!

+2 votes     reply to comment
gulisa May 12 2014 says:

The final product price ?

+2 votes     reply to comment
lugdunon Creator
lugdunon May 16 2014 replied:

Hi there,

The final price at release will be $15.

Currently at this stage in beta, the price is set at $5.

+1 vote   reply to comment
ChickenDelight Apr 9 2014 says:

I just want this.

+3 votes     reply to comment
Wezurii Feb 28 2014 says:

Hope launch goes as planned! Good luck guys!

+2 votes     reply to comment
lugdunon Creator
lugdunon Feb 28 2014 replied:

Thanks! It is progressing ok, getting the last few issues taken care of and website modifications in.

It might be a few hours into March though before it goes live...

+2 votes   reply to comment
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