a door game on late.sh
A full fantasy MUD living inside your terminal, no client, no launcher, no download. Just a text stream over SSH, and underneath it: 8,555 rooms across fourteen lands, seventeen classes with a hundred levels of skills apiece, a real gather-and-craft economy, and sixty beasts to tame, ten of which you can ride.
00 · What is this
late.sh is a cozy SSH terminal clubhouse: lofi beats, casual
games, chat, and a small warm community, all reachable with a single ssh command
and no software to install. Lateania is the door game living
inside it: a persistent fantasy world you walk room by room, fight your way through, and slowly
make your own.
It plays like the golden-age MUDs, but it doesn't insist on staying stuck in 1994. Rooms render as rich, painterly prose; a live overhead minimap tracks every step you've taken; a walk-around biome field view lets you see foes, tameable beasts, and gathering nodes around you at a glance; and every screen works whether you live on the keyboard, click with a mouse, or want both at once.
Designed and built by Tony Hosaroygard, it has been growing for months: the living world arc, four capitals, a procedurally-built Frontier of twenty zones, three whole endgame continents, a full crafting economy, taming and mounts, and most recently Wildbound, the expansion that pushed the level cap to 100. It gets built because it's fun to build, one late night at a time.
at a glance
01 · Make your character
No rigid ancestries here. Every class is open to any look you like, built trait by trait (build, hair, eyes, bearing, and more) into a bio the world reads back to you. What actually shapes how you play is the class: its own resource, its own passive edge, and a hundred levels of abilities to unlock.
Warrior
RageFrontline bulwark, trades blows and outlasts. Unbreakable: the first killing blow each fight is survived at 1 HP instead of falling.
Mage
ManaGlass-cannon spellcaster, immense burst, fragile frame. Arcane Mastery: every offensive spell strikes for extra arcane damage.
Cleric
ManaHoly battle-healer, sustains, smites the undead. Light of the Dawn: healing is amplified and the undead take added holy damage.
Rogue
EnergyLethal duelist, stealth, poison, and sudden death. Opportunist: the opening strike of a fight always lands as a critical hit.
Ranger
FocusPatient hunter, ranged pressure and field-craft. Hunter's Instinct: strikes against a wounded foe hit harder.
Druid
SpiritWild shapeshifter, nature's mercy and its teeth alike. Nature's Renewal: the living world regenerates your health over time.
Necromancer
SoulsMaster of death, drains the living, harvests the slain. Soul Harvest: every foe you slay restores health and Souls.
Bard
TempoBattle-singer, buffs allies, jeers foes, never misses a beat. Battle Hymn: your Tempo returns faster than any other resource.
Monk
KiMartial ascetic, flowing strikes and an unbreakable body. Iron Body: your trained frame blunts incoming melee damage.
Paladin
ManaHoly bulwark, shields the line and mends it in one breath. Aura of Devotion: a holy aura regenerates your health steadily.
Warlock
ManaPact-bound caster, feeds foes to the dark for power. Pact of Souls: every foe you slay feeds your pact, restoring Mana.
Berserker
RageReckless juggernaut, hits hardest as death draws near. Frenzy: the closer you are to death, the harder your blows land.
Beastlord
SpiritBeast-tamer warlord, fights beside an empowered companion. Pack Bond: your bond makes your companion hit harder and act more.
Skald
TempoNorse battle-singer, war-chants that quicken and embolden. War-Chant: your Tempo returns faster than any other resource.
Runemaster
ManaRune-carver, burst nukes and a slow-burning graven rune. Runic Overflow: every offensive spell strikes for extra arcane damage.
Valewalker
FocusScythe-warrior of the wild, sustained melee, mends on the cut. Reaping Harvest: each melee strike you land mends a little of your own hurt.
Spiritmaster
SoulsSpirit-binder, shadow curses that fester and feed you. Spirit Siphon: the dead and dying feed your bound spirits back to you.
02 · The world
Every region is hand-authored or procedurally carved with its own identity: mazes where the story calls for a maze, sparse organic caverns where it calls for something wilder. Nothing here is a flat grid of samey rooms; the world is built to feel walked, not generated.
Embergate & the King's Road
safe / lowHome. The starting square, its guildhall, baths, and shrine garden, and the road that leads everywhere else.
The Overworld & Capitals
wildsFour capitals: Embergate, Tasmania, Melvanala, Matlatesh, linked by open road, each with its own wharves, terraces, and character.
City Districts
safeWalkable streets off each capital's square: the Saltwind Wharves, the Hightarn Terraces, and more: places to linger, not just pass through.
The Sunken Catacombs
endgameA braided maze beneath Tasmania where the living-dark arc begins, the first proof that the capitals aren't as safe as they look.
Thornwood Hollows
endgameA tangled maze off Melvanala, thick with roots and worse things underneath them.
The Drowned Caverns
endgameAn organic, half-flooded cave system off Matlatesh, the living-dark arc's final act.
Hearthward Close
safe / homeThe player housing district off Market Row: five tiers, from a wattle hut to a wizard's tower, all genuinely yours.
The Frontier
brutalTwenty procedurally-themed zones beyond the sealed stair, ending at the King Who Was Promised Nothing, the old endgame's crown.
The Sundered Reaches
brutalA drowned second continent through the Matlatesh sea-gate, riding the Frontier's own brutal curve and climbing past it by its end.
Kaelmyr, the Ashen Reach
endgameA third continent of maze and caldera through the Yssgar ash-gate, the deepest, hardest ground in Lateania.
The Sunderlakes
peaceful / fishingA gentle water country off the Melvanala lake, built for fishing and foraging rather than fighting for your life.
Broceliande, the Greenwood
moderate / tamingA moderate green continent off the Verdant Highlands: home to every tameable beast in the game, wild mount to mythical wyvern.
Portal Villages
safeSmall safe waypoints that open onto the Archipelago, a foothold before the deadliest ground in the world.
The Shattered Archipelago
deadlyIslands scattered past the portals, reached by no road at all, the single deadliest ground Lateania has to offer.
03 · The economy
Five gathering skills feed five crafting skills, through six tiers apiece: from a Birch Log to Starmetal Ore mined from a fallen star, from a Rough Jerkin to a legendary Starmetal Aegis. Every recipe is real: nothing is a filler item, and the summit gear genuinely outperforms everything below it.
| Gathering | Feeds | Entry material | Summit material (tier 6) |
|---|---|---|---|
| Woodcutting | Woodworking | Birch Log | Worldtree Log |
| Mining | Smithing | Copper Ore | Starmetal Ore |
| Fishing | Cooking | River Bream | Abyss Eel |
| Foraging | Alchemy | Marsh Sage | Dreamlotus |
| Skinning | Leatherworking | Rough Hide | Wyrmhide |
04 · Companions
Every tameable beast in Lateania roams the deep Greenwood of Broceliande, arranged small-to-large across the full taming ladder, from a quick brown Greenwood Hare at the eaves to the Scion of the World-Oak in its deepest heart. Ten of them, the strongest of the roster, can be ridden.
| Mount | Kind | Tame gate | Stride |
|---|---|---|---|
| Duskmane Palfrey | wild | 55 | 2 rooms / step |
| Greatantler Elk | wild | 60 | 2 rooms / step |
| Snowcrest Ram | wild | 65 | 3 rooms / step |
| Fenland Strider | wild | 70 | 3 rooms / step |
| Direhorn Stag | wild | 75 | 3 rooms / step |
| Moonlit Unicorn | mythical | 80 | 4 rooms / step |
| Stormfeather Hippogriff | mythical | 85 | 4 rooms / step |
| Emberwing Griffin | mythical | 90 | 4 rooms / step |
| Verdant Wyvern | mythical | 95 | 5 rooms / step |
| Aurora Worldserpent | mythical | 100 | 5 rooms / step |
Swing into the saddle and every step covers ground, up to five rooms at once at the top of the ladder, until you hit a wall, a gateway that wants your say-so, or a fight, which puts you straight back on your feet.
05 · The latest expansion
Lateania's biggest single update: the level cap doubled, the trades grew a sixth tier, taming got its rideable summit, and the world's oldest map bug: phantom corridors that looked walkable but weren't. It finally got its iron rule: a drawn line always means a road.
06 · Get in the world
ssh late.sh: no account creation up front, no install, no port-forwarding.while you play