The playtest is currently on-hold, thank you everyone who helped us get feedback. 

You can join our Discord  if you want more information and be notified when we host our next playtest.

About MMO98

MMO98 is an incremental game about running your own MMO game studio. The focus isn't on the actual game that you're making, but instead on the infrastructure and support required to operate games  at this massive scale. Scale up your server infrastructure, optimize your development pipelines, and squeeze as much money out of your players. 

Once your game's best days are over, it's time to develop a sequel, move your fanbase over, and make an even bigger and better experience. 

What we're aware of

  • Balance, balance, balance: We're trying out the game for a broader audience for the first time, and have no idea how the average player approaches this game and their thoughts whilst playing it.
  • No fail state handling: Currently you can get as many bugs as you want, with miserable server performance, and you'll still earn money. Maybe you can see this as a meta-commentary on the current AAA state, but we want to find a better way to resolve this in the future.
  • Lack of a solid end goal: Right now it's very much just make number go up, release more games, but we'd like to have somewhat more of a concrete end goal (being bought out by the Saudi's, anyone?). 

What we're planning

  • An extra window (Press) related to building and maintaining hype
  • An actual "store" to use your prestige currency (Data)
  • Lots of extra upgrades
  • More stats and pathways
  • IPO your studio
  • Resolving the stuff we're aware of as mentioned above
  • Localization

How you can help

Tell us what you think of the game, whilst keeping in mind we're still somewhat early in development. We know there are some issues, we'd like to work together with you to make this game as great as possible. 

We're doing this as a temporary playtest, which will close in a few days, after which we go back to developing and implementing your feedback.

Should you like this game, there's currently no Steam page yet, this will come at a later date. 

Specific questions

Apart from the known problems, I also have some gamedev related questions, where I'd like to get your input on as well.

  • The capsule: It's currently extremely AI slop, I don't really like it at all, only the Bobby Kotick reference I like, but not really anything else. No clue however how to meaningfully fill up the background, or what to do logo wise. VHS retro feels like the wrong artstyle for this genre, and doesn't really pop. (Artists, we have money).
  • The sound: Or lack thereof, I've tried a bunch of music genres, but nothing seems to hit, hence why it remains ambient currently. Would you add music to this (if so, what)? Or just go harder on SFX to fill up the void?
  • The game feel: Going for a Win98 inspired look feels limiting in terms of game feel, where having buttons wobble doesn't really make cohesive sense. What are some quick wins in your eyes in regards to improving game feel?


Updated 20 hours ago
Published 7 days ago
StatusIn development
PlatformsHTML5, Windows
Rating
Rated 4.8 out of 5 stars
(5 total ratings)
AuthorBiteMe Games
GenreSimulation
Made withUnity
TagsIdle, Incremental, Pixel Art, Retro
Average sessionAbout a half-hour
LanguagesEnglish
InputsMouse

Download

Download
Playtest v2026.02.06.zip 65 MB

Comments

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Vibes/themes are excellent. I can already tell there are lots of smol stuff you guys already know so I'll just more obvious stuff.

IMO onboarding experience wasn't smooth and I actually left feeling a little.. confused? I think the only clear thing for me was that the servern nodes should be bought to avoid going over 100% server capacity, but the rest wasn't super clear. Data centers, engineer hiring, hotfixes... why should I care wasn't clear. Too many stats at first too: hype, bugs... felt a little overwhelming? I couldn't make clear sense of what is what

Also, tbh I don't think fail state is required given it's an incremental game, not a tycoon. I think it's tricky trying to be both.