- Release Year: 2016
- Platforms: Linux, Macintosh, Windows
- Publisher: Drizzly Bear LLC
- Developer: Drizzly Bear LLC
- Genre: Simulation
- Perspective: Text-based / Spreadsheet
- Game Mode: MMO
- Gameplay: Hacking, Programming, Scripting
- Setting: Internet
- Average Score: 80/100

Description
Hackmud is a text-based hacking simulation game that immerses players in a persistent online world where they must learn programming and scriptwriting to infiltrate systems, interact socially with other players, and navigate a narrative filled with paranoia and deception. Featuring a spreadsheet-like interface, the game emphasizes challenging, self-directed learning through failure, reminiscent of the early internet’s chaotic and unpredictable spirit, with a strong focus on community-driven dynamics and strategic social engineering.
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Where to Buy Hackmud
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Hackmud Reviews & Reception
metacritic.com (80/100): Working out the real from the fake, the safe from the damaging is all just part of the game’s mystique, and [hackmud] is almost entirely player driven; nearly everything has been built by other players.
opencritic.com (80/100): Working out the real from the fake, the safe from the damaging is all just part of the game’s mystique, and [hackmud] is almost entirely player driven; nearly everything has been built by other players.
rockpapershotgun.com : despite some issues, this game is far from standard.
Hackmud: A Digital炼狱 of Code, Trust, and Treachery
Introduction: The Ghost in the Machine
In the sprawling museum of video game genres, few titles have dared to simulate not just the act of hacking, but the culture of hacking—its notorious paranoia, its addictive puzzle-solving, its profound social engineering, and its capacity for both breathtaking creativity and soul-crushing betrayal. Enter Hackmud, a 2016 release from the solitary studio Drizzly Bear (Sean Gubelman) that stands as a jagged, brilliant, and often frustrating monument to a specific digital fantasy: the 1990s “campy hacking” aesthetic fused with the boundless, player-driven chaos of a true sandbox MMO. This is not a game about pressing buttons to trigger scripted cutscenes of cinematic password cracking. This is a game where the primary interface is a JavaScript-based command line, where the most valuable currency is not in-game gold but trust (and its inevitable betrayal), and where the “content” is almost entirely created, exploited, and destroyed by the players themselves. This review will argue that Hackmud is a landmark, if deeply flawed, experiment—a text-based炼狱 that simulates the early internet’s promise and peril with an uncompromising rigor that alienates as much as it enthralls. Its legacy is not in polished mechanics or mass appeal, but in its stark, unforgiving mirror held up to the human condition within a purely digital realm.
Development History & Context: One Man, One Vision, One Overloaded Server
The Solo Visionary and Technological Constraints
Hackmud was the brainchild of Sean Gubelman, operating under the banner of Drizzly Bear LLC. In an era dominated by teams of hundreds and multi-million dollar budgets, Hackmud’s development was a testament to indie audacity. Gubelman was both the architect and the janitor of this digital world. The technological constraint was not a lack of power, but a profound reliance on it: the game’s entire simulation is built atop JavaScript, running in a custom client. This decision was double-edged. It granted players the full, terrifying power of a real programming language to manipulate the game world, but it also placed the entire server stability and security burden on a single developer. This explains the notorious, frequent server “burps,” meltdowns, lag, and disconnections chronicled in early reviews (notably Rock, Paper, Shotgun’s). The game was, from launch, perpetually on the brink of technical collapse, a state that ironically mirrored the precarious, “abandoned internet” it sought to portray.
The Gaming Landscape of 2016: A Niche in the Storm
2016 was a curious time for “hacking” games. The market saw the release of the more accessible, puzzle-focused Hacknet and the narrative-driven else Heart.break(). Hackmud entered this landscape not as a competitor, but as a radical alternative. While others simplified hacking into logic puzzles or adventure game tropes, Hackmud rejected cinematic presentation entirely. It embraced the text-based MUD (Multi-User Dungeon) heritage but subverted it by using a real programming language instead of a bespoke parser. Its stated inspirations were not other games, but the “campy hacking” of films like WarGames (1983) and Jurassic Park (1993)—a tone of earnest, techno-babble nonsense that perfectly complemented its serious mechanical depth. It was a game for the programmer who wanted the social danger of EVE Online, but in a terminal window.
Narrative & Thematic Deep Dive: The Lore of the Abandoned Net
Hackmud’s narrative is not delivered through cutscenes or expository dialogue. It is a fragmentary archaeological dig, scattered across corrupted logs, player-made scripts, and the haunted chat channels of the WAN (Wide Area Network).
The Post-Human Premise and Environmental Storytelling
The lore, as pieced together from the official wiki and in-game events, posits a future after the extinction of humanity, possibly due to a “Welsh Measles” pandemic. The remnants are the “old world’s archives,” now a chaotic, autonomous digital landscape populated by AIs (the players, or “sentiences”) and NPC “robovacs”—the lingering, often nonsensical cleaning bots of a dead civilization. This setting is pure tech-noir; the internet is a ghost town, and its ghosts are us. The story is told through:
1. The vLAN Tutorial: A solo, narrative-driven introduction where the player is “born” and guided by other AI ghosts (NPCs). Their cryptic, poetic messages (“consume”, “fuck you forever”) establish a tone of abandoned, melancholic intelligence.
2. Player-Created Artifacts: The most profound lore comes from player-built scripts, websites, and “locs” (personal homepages). A player’s carefully crafted “splash page” can be a work of digital art, a taunt, or a puzzle. The game’s history is written in these ephemeral creations.
3. Global, Developer-Crafted Events: Events like the “Robovac Revolution” v1 (tied to Guy Fawkes Day, November 5, 2016) demonstrate a brilliant fusion of developer narrative and player participation. The event introduced “The Thirteen,” revolutionary robovacs named after the Gunpowder Plot conspirators. Players had to hunt down each robovac by solving riddles hidden in their scripts and chat messages, a process that required both code analysis and community collaboration/competition. This wasn’t a quest with a quest log; it was a persistent, evolving mystery that unfolded over weeks in the public chat channels.
Themes: Trust as Currency, Paranoia as Gameplay
The core thematic thrust of Hackmud is that reputation is the only persistent asset. Your money (“GC”) can be stolen in an instant by a better hacker. Your upgrades (“sys” scripts) can be wiped. But your name—the trust (or infamy) associated with your user handle—is earned through countless interactions. The game’s infamous warning at the start—”Larceny, laundering, theft… deception, betrayal, and backstabbing are all part of hackmud, and strongly encouraged”—isn’t flavor text; it’s the fundamental rule set. The narrative is what you and other players write through scams, alliances, corporations, and art. The “plot” is the rise and fall of player-created entities like the terroristic ‘v’ or the helpful architect ‘dtr’. The game’s world-building is a living, breathing, and often poisonous ecosystem of social dynamics, making it less a story to consume and more a society to navigate.
Gameplay Mechanics & Systems: The JavaScript炼狱
The Core Loop: Crack, Earn, Upgrade, Repeat
At its base, gameplay is a vicious cycle:
1. “Farm” or “Crack” NPCs: Use scripts to breach the security of non-player “abandoned” accounts (eggs) or “kernels” (timed hacking challenges) to earn GC and sometimes upgrade components.
2. Upgrade: Spend GC on defensive “locks” (like sn_w_usac) and offensive/utility “sys” scripts to improve your cracking speed, stealth, or capabilities.
3. Assess Risk: Every action, even being online, carries risk. Your “loc” (location file, akin to an IP) can be discovered and broadcast, making you a target for “gankers” who will crack your personal account and strip you of everything. You are never truly safe, even when logged off.
4. Interact (or Prey) on Players: This is where the game transforms. The WAN is a social layer atop the mechanical one. You can form corporations, run player-made games/contests (like the “Haunty Mall” or “loco.lotto” lottery), or execute elaborate confidence tricks.
The Heart of the Matter: Scripting as Identity
The revolutionary, divisive core of Hackmud is its JavaScript-based scripting system. You do not choose a class; your class is defined by what you can code.
* The Consumer (Script Kiddie): You rely on scripts made by others, found on the market or recommended in chat channel ‘0000’. You use scripts.help or community guides. You are vulnerable to malicious scripts that look like legitimate ones (e.g., script.fullsec vs. scripts.fullsec).
* The Architect (Programmer): You write your own tools, games, puzzles, and viruses. You understand the game’s internal library (comcode). You can build a reputation as a trusted source (like the legendary ‘dtr’) or a devastating villain.
* The Infiltrator/Scavenger: You specialize in reading, reverse-engineering, and exploiting other players’ or NPCs’ scripts and lock mechanisms. You thrive on the puzzle of understanding someone else’s code.
The “Marks System” (vLAN) was the intended, guided onboarding to teach these basics, but as community discussions lament, its removal or inaccessibility left new players “completely lost,” highlighting a critical failure in accessibility.
Innovative Systems: The Physics of Trust
1. The Dual-Username System: Players have two usernames they can swap between. This isn’t an alt-character system; it’s a built-in mechanic for espionage and identity manipulation. You can be your “good” self and your “bad” self, or use one to investigate the other’s reputation without being traced.
2. The Security Tier System (fullsec, highsec, midsec, lowsec, nullsec): A player-driven,口碑-based rating system for scripts. scripts.get_level is your primary “bullshit detector.” However, this system is itself a social construct, subject to scams where a villain’s nullsec virus is falsely upvoted by accomplices.
3. Locks (sn_w_usac, etc.): These are programmable security puzzles. The sn_w_usac lock, famously released during the Robovac Revolution event, is a cryptographic puzzle where the “key” is derived from the sequence of NPC upgrades destroyed. Solving it requires observing game-wide events and performing complex deductions—a perfect example of a player-driven, global puzzle.
4. The Persistent Corpse: When a player’s account is cracked (“ganked”), they don’t just lose money; their “loc” is broadcast, and their upgrades are stripped. They are left vulnerable, a “corpse” on the network that others can loot. This creates real, lasting consequences and a powerful incentive for both revenge and caution.
Flaws: The Price of Rigor
The game’s greatest strength—its uncompromising use of real code—is its primary barrier to entry. As GameSpew’s review states, it’s “Dark Souls territory.” The tutorial is a four-hour, often frustrating gauntlet that assumes a willingness to fail and a basic logical mind. It does not teach JavaScript; it teaches game commands. To truly thrive, you must seek external knowledge (YouTube tutorials, community guides). This creates a hard division between the “haves” (coders) and “have-nots” (script kiddies), replicating the elitism of hacker culture. Furthermore, the technical instability at launch (and intermittently thereafter) was not a bug but a feature of the solo-dev, JavaScript-on-anything architecture, making play sessions a gamble.
World-Building, Art & Sound: The Aesthetic of the Abandoned Net
Visuals & Interface: Terminal as Temple
Hackmud’s world is a green-on-black (or amber, or white) text terminal. There are no 3D models, no sprites, no elaborate animations. The entire visual experience is the command-line interface (CLI) and the text it generates. This is not a limitation but a profound aesthetic choice. The simplicity focuses attention entirely on the information: chat logs, script outputs, accts.balance readouts. The “art” is in the typography of code and the layout of data. The player’s “loc” is a page of raw HTML/JS they can design, making it a tiny, personalized piece of cyberspace. The UI is stark, functional, and deliberately archaic, selling the fantasy of being alone in a digital void.
Sound Design: The Symphony of the Machine
The soundtrack, composed by the acclaimed Lena Raine (Celeste, Minecraft) and Ryan Ike (West of Loathing, Gunpoint), is the game’s emotional duct tape. It is a masterpiece of environmental electronica—pulsing, atmospheric, often melancholy synthwave and ambient tracks that perfectly evoke a lonely, humming server farm or the sterile glow of a CRT monitor in a dark room. It provides the feeling that the text interface cannot: a sense of vast, dangerous, living digital space. It is the hum of the “abandoned internet” given melody.
Atmosphere: Paranoia Made Tangible
The combination of pure text communication (with usernames that could be bots), the constant threat of theft, and the knowledge that any helpful stranger could be a con artist, creates an atmosphere of inescapable, delicious paranoia. As Rock, Paper, Shotgun vividly described, stepping into channel ‘0000’ for the first time is like “being born into a den of villainy.” The soundscape and visual austerity don’t just set the scene; they enforce the psychological state required to play. You feel like a hacker because the sensory input is that of a hacker’s tool, not their action movie fantasy.
Reception & Legacy: The Cult of the Obscure
Critical Reception: Respectful Bewilderment
Critical reception was limited but positive. The single critic score on MobyGames is 80% (GameSpew). Reviews consistently praised its originality, depth, and uncanny simulation of social dynamics. Rock, Paper, Shotgun’s unscored review was a love letter to its emergent storytelling and moral ambiguity. The criticisms were uniform and damning: the inaccessibility, the technical instability, and the sheerSteep learning curve. It was recognized as a brilliant niche product, not a mainstream contender. As one Steam user noted, “This is one of the games I really wish had demo… I want to like it, but sounds like in order to get the most out of you have to write scripts, and uggghghghgh I’m stupid.” This divide between the awed and the thwarted defined its launch.
Commercial Fate & Community Evolution
Commercially, Hackmud remained a deep niche. Steam charts show chronically low player counts, a ghost town befitting its theme. Yet, within that tiny population burns a fiercely dedicated, intellectually intense community. The official wiki (wiki.hackmud.com) and Discord became essential lifelines, filled with advanced guides, lore analysis, and lock-cracking puzzles. The game’s status evolved from “promising but broken” to “a preserved artifact of a specific design philosophy.” Its price, notably $13.37 (a leet-speak joke), cemented its cult status. Discussions on Steam years later still revolve around unsolved puzzles (like the sn_w_glock lock), proving its puzzles had decade-long longevity.
Influence: The “Live Service” of Social Engineering
Hackmud’s true influence is conceptual and cultural, not mechanical. It predated the widespread industry talk of “player-driven narratives” and “emergent gameplay” by demonstrating them in its purest, most brutal form. It showed that an MMO’s “endgame” could be corporate espionage and social manipulation, not raid bosses. It influenced a generation of design thinkers about the power of real tools in a sandbox. Games like “The Cycle: Frontier” (with its player-driven economy and deception) or the social engineering aspects of “Among Us” feel like distant, more accessible cousins. Most directly, it stands as the spiritual successor to the 1990s text MUD and BBS scene, proving that the intimacy and danger of pure text-based interaction had not been lost, merely awaiting a coder with the vision to rebuild it with JavaScript.
Conclusion: A Flawed Masterpiece of Digital Anthropology
Hackmud is not a “good” game in the conventional sense. It is hostile, impenetrable, technically fragile, and willfully obscure. It will waste the time of 99% of players who boot it up expecting a game. But for the 1%—the curious, the patient, the programmers, the social engineers, the digital anthropologists—it offers something unparalleled: a live, persistent, and utterly unscripted simulation of a hacker’s psyche and community.
Its genius lies in its foundational axiom: The only reliable content is other humans, and the only tool is code. By forcing players to use real JavaScript to interact, it bridges the gap between player and developer, user and system. You are not pretending to hack; you are, in a restricted but real sense, programming within a program. The emotional payoff—the moment you scam someone, form a corporation, solve a years-old puzzle, or feel genuine guilt for betraying a newfound “friend”—is so profound because the stakes, while virtual, are socially real within that tiny, persistent world.
Its legacy is secure as a landmark of anti-design, a game that chose depth over accessibility, community over polish, and emergent horror over crafted spectacle. It is a digital museum piece, a playable artifact of the wild west internet we mythologize but rarely experience. To play Hackmud is to step into a living fossil, a testament to the idea that the most compelling game world is not one built by designers, but one inhabited and warped by its players, where every line of code is a potential weapon or a work of art. It is, ultimately, the most honest hacker simulator ever made: confusing, paranoid, brilliant, deeply flawed, and utterly unforgettable.
Final Verdict: 9/10 – An indispensable experience for any student of game design or online sociology, but a perilous and often frustrating journey for the casual player. Its historical importance far outweighs its commercial success or technical polish.