MMORPG Tycoon 2
by VectorStorm Pty Ltd · 6 Jan, 2020
88 downloads
About the Game
Take charge of a full-sized MMORPG world and fill it with monsters, towns, NPCs, and quest chains. Design the player classes for AI subscribers to use, and keep them entertained!
Design the monsters, balance the combat, and keep your subscribers happy and playing (and paying!) so that you can cover your server and bandwidth costs, all while building new regions for your players to explore as they increase in levels and power!

Build:
- Craft the terrain, lay out scenery to make your world beautiful, raise new land from the seafloor; the world is yours to craft!
- Design the appearance and the combat abilities of your game's player classes, monsters, and more. Buff and nerf classes at your whim!
- Lay out villages and towns, roads, questing areas, and even individual quests with quest chains to keep your subscribers busy!

Manage your Community
- Catch cheaters and ban them (or don't; as long as they keep paying their subscription fees, do you really care what they do?)
- Issue warnings to misbehaving subscribers to keep them from bothering other players
- Assist subscribers who become stuck, or hire game masters to do it for you!

Profit!
- Be a traditional boxed product with subscription fees, or go for a Free-to-Play strategy and instead set microtransactions on potions, weapons, or other goods and services!
Screenshots
6 images
Version Information
Steam Patch Notes
Official update history
This is a small update that's mostly addressing issues people found in the Slimline Update which we released a couple days ago.
Most issues were around weird edge cases we had missed while the build was in our public test phase, especially around "double load" situations, where you had entered the game once, then exited to the ingame-desktop interface again, then loaded back in a second time.
But in addition to those bugfixes, we've also vastly simplified the process of generating custom logo artwork. They should look identical to before, but now they require far, far less GPU work to generate, so the hope is that they should cause less trouble when running on old GPUs!
Huge thanks to everybody who has submitted bug reports, crash reports, or feedback to help us really nail down this update, which definitely came in a little on the 'hot' side!
-T
Hi folks! This is just a very small hotfix build.
This update contains two very small fixes:
Overnight we received a crash report from a player whose save failed to load because it contained a broken, non-functional network fiber placement which I had thought couldn't have been saved. This hotfix fixes things so that that the broken fiber placement now gets repaired during the load and the player's save runs successfully again!
Fixes the displayed date of the Eldritch Update, which had been showing the 17th instead of the 20th. (The 17th is when the built went up on our public test build)
Big thanks to whoever it was who submitted that crash report so I could replicate and then fix the issue!
-T
Hi everyone!
This is another small update with bugfixes for various issues reported by players:
Fixed a bug which could cause a small percentage of potential new subscribers to decide that they couldn't afford to pay your game's purchase price when they actually could.
Fixed some misplaced graphics sometimes visible in the grid map view.
Fixed the selection highlight remaining on an object after deselection, if you made a particular sequence of UI actions quickly enough.
Fixed parties managing to squeeze their way through the walls of dungeon layouts and going for a wander in the negative space elsewhere on the dungeon map.
Fixed an issue in map generation which caused New Map seeds to generate differently on Mac builds than on Windows or Linux builds.
Fixed a crash which would happen if you deleted a dungeon while your view was inside that dungeon.
As noted before, most of my time at the moment is going into the upcoming Factions update; I'll be posting a preview announcement later today or tomorrow (depending on your time zone), showing off some of what will be coming with that!
-T
Hi folks!
This is just a small patch with a couple very targeted fixes:
In the last patch, I accidentally broke our map seeds system, so a seed from an earlier build was now building different maps than it did before; this commit fixes that, and we're back to our traditional map seeds!
Also in the last patch, sometimes (although rarely) a map would be generated containing one or more empty spaces (they appeared as large grey areas on the map), and all sorts of bad things would happen if you tried to interact with those empty spaces, sometimes including just moving your cursor over them. We've now fixed that to stop it from happening any more, and for saves which have already been generated containing those empty spaces, we now fill them in with ocean during the load, so those saves should all be good now!
There's also a fix for an issue that could happen if a subscriber who isn't in a party but is inside a dungeon gets so angry that they decide they want to grief other subscribers, and starts to try to figure out whether there's a monster they can lure into a starting area. Now fixed!
Most of my time is still going into the upcoming Factions feature build. I'll have more details on that once I have things to show off!
-T
Hi folks, this is just a very small maintenance patch to address a few stability issues we've seen reported over the past week or so.
Changes:
After continuing to see (admittedly very rare) triangulation failures reported by a few players, we're switching to a new triangulation system which hasn't yet had a single failure reported after a week in our 'test' branch, so.. hopefully this time we've cracked it! (this system is responsible for taking painted shapes and turning them into geometry we can render in the world; monster zones, districts, things like that)
Fixed a new crash bug if you tried to paint a dungeon floor without first selecting the color you wanted to paint it (oops! This one snuck in while I was consolidating all of our painting tools to use a single set of logic instead of having big chunks of duplicated code everywhere)
Improved the performance of entering/leaving the character costume editor screen, so the stutter is now much less bad. (it's still worse than it should be, but I'm saving further improvements for a larger patch with a longer testing period!)
Updated our (very!) old version of GLEW from 1.11 (1.10 on Linux!) to version 2.3.1), which slightly simplifies the game startup process and works better with modern OpenGL drivers, and just is slightly less embarrassingly old now. (version 1.11 was released almost 12 years ago! I feel so old...)
Big thanks to everybody who has reported issues! I'm hoping that this addresses all the critical ones.
We'll talk again soon, once Factions gets to a stage where I'm ready to start showing it off!
-T
Hi everyone!
Ordinarily I'd put this information down below the changelog, but it's important enough to put it up top; we've had multiple reports from players that Discord's latest overlay seems to be causing severe performance problems for MT2, even when the Discord overlay is disabled for the game.
It doesn't appear to be affecting everybody -- we're still trying too figure out the common factors between the people experiencing the problem -- but if you think it's affecting you, a temporary workaround is to turn Discord's overlay feature entirely off. In Discord's settings, in the "Game Overlay" tab down near the bottom of the list, turn off both "Enable Overlay" and "Enable Legacy Overlay". Alternately, I'm told that some players have had success by putting MT2 into either regular "Windowed" or a true "Fullscreen" video mode, in its video options.
If this issue has affected you, we'd be very interested to hear about it! Even if the above fixed it for you, it'd be super helpful if you could send us a bug report in-game from the computer which showed the problem -- those bug reports tell us some details about your hardware and drivers that might help us figure out the common factors to who is being affected!
Anyhow, enough about that; you're here to hear about what's changed in the patch! So here we go:
Changes/fixes in this patch:
Placement tools now work correctly when the camera is rotated or moved while the placement is happening. (so for example, you can now make a ring of scenery items by rotating the camera around a point while holding down the left mouse button in the scenery painting mode)
Improved the speed of middle-click camera movement, which previously was far too fast!
Improved selection outlines to improve the look of bridges and some other structures which descend below the ground, when selected.
Fixed the "Tech" list in the Development window to update immediately when dev projects become available or unavailable. (previously they only updated when you closed the window and then reopened it)
Fixed a crash bug if the user destroyed a district (using the 'backspace' hotkey) while in the middle of an interactive drag changing the district's height or spread.
Fixed camera jitter when focused on parties.
Fixed the descriptive string shown when an ability has no effects assigned to it.
Fixed a crash bug if a player tried to enter (or exit) a modular building which had no entrances.
More aggressive polygon simplification of dungeon floor paints.
Fixed the display of entrances on modular buildings during placement and movement.
Fixed a bug with the 'Custom XP Amount' spinner widget in the boss monster information window, which wasn't responding to clicks correctly or allowing a value to be typed directly into it. Now fixed!
Switched NavMesh generation back to a newer, more advanced system which I think should now be working for everyone!
Improved wall-vs-wall obstruction detection during placement, and fixed a bug which could result in a newly placed wall being drawn in red instead of the correct colors.
Thanks so much to everyone for your patience and help while these fixes came together and while we figured out what was going on for some players re: performance!
I'm now well and truly onto faction development and I'm super excited to talk more about that in the near future!
-T
Edit: This note was originally published for version 0.26.13. I've since updated the build to 0.26.15, which contains a fix for a monster zone placement crash which snuck in when I unified all of our various painting tools into a single paint system as part of this patch. The crash occurred if you tried to place a new monster zone without first setting a monster type for it; we missed that in our testing! Apologies to any players who bumped into it!
Hi folks, this is a follow-up hotfix for further issues reported since yesterday's patch!
Fixes in this update:
Fixed another case where the game could potentially get stuck in an edit. (1 report)
Fixed a few 'grass' variants which were generating obstructions when they weren't supposed to.
Reverted to our old navmesh generation system, as the new system was occasionally failing in exciting ways. (this should fix the "Multiple triangles on an edge" error message reported by 4 players)
Fixed dungeons automatically turning themselves on as soon as they deemed themselves valid for subscribers to use, even if you were still editing them.
Fixed dungeons being turned off after being destroyed and then having the destruction undone.
Made some big improvements to navmesh lookup times for big saves, to improve performance when things end up slightly off the navmesh.
Thanks so much for your patience as we've ironed out these little glitches!
-T
Hi everybody!
This is just a quick hotfix build to address a few issues reported by players in yesterday's update.
Fixes:
Fixed region lift/lower sometimes happening at surprising speeds.
Fixed an issue which could be caused by scenery items being moved during terrain edits (this showed up as a "AddObstruction called when an edit isn't in progress??" error message)
Fixed an issue which could result in the game getting confused about when scenery edits were ongoing, which resulted in an assertion failure during game shutdown (this showed up as a "Stopping edit manager when we were in the middle of an edit?" error message)
Potential fix for an issue which could result in an assertion failure during quest creation, for quests which targetted buildings which had no entrances.
Huge thanks to everyone who reported issues!
Talk more soon,
-T
Hi folks! This is just a quick hotfix build to address a couple of issues people have found in yesterday's "Confection" update.
Fixed a crash which could occur if a subscriber was interrupted while flying on a flight path and then changed their mind about what they wanted to do.
Fixed a few tools not working correctly; most notably the manual "warn" and "ban" tools, which weren't correctly detecting subscribers under the cursor.
Fixed some pathfinding issues related to subscribers being interrupted (typically by monsters) while walking on a road which they expected to be safe.
Huge thanks to everyone who reported those issues!
-T
Hi folks! This small update contains a few new requested features, along with performance and quality of life improvements.
What's new in this update:
Adds a new customization which lets you choose to have larger or smaller regions, when creating a new game map. (Note that the overall size of the map is unchanged; you'll have slightly fewer regions if you request they be large, and slightly more if you request they be small). Related to that, the map layout interface has been revamped to look nicer!
Disabled the flashing red visual effect on objects which aren't receiving enough bandwidth; it could actually result in a surprisingly large performance hit if you had a lot of buildings which were outside of bandwidth areas! Now buildings which aren't receiving network bandwidth get darker and get a flashing lighting bolt icon that should hopefully be more intuitive for players to understand, and also it'll render just as quickly as fully functional buildings!
District titles are now hidden during cutscenes; either the intro cutscene or release teaser cutscenes.
Removed the apply/cancel buttons when configuring a region's sky; those settings now take effect instantly!
Fixed region fills and outlines not being drawn in the "Grid" view.
Fixed duplicate, unnecessary redraws of scenery items within the model selection UI when opening scenery placement tools. (Previously, each model image was being pointlessly redrawn three times; now they only get drawn once!)
Fixed the appearance of doors in the door placement UI inside Dungeons. (They had been drawing in "Unlocked" state, now they are drawing in "Locked" state, as intended)
Changed the visible "IM" icon representing sent/received instant messages to one that hopefully is more intuitive to people!
Thanks so much for your all comments and feedback, everybody! We're now pushing toward our next big content update which should arrive in a few weeks time, as well the big Factions feature update which will likely hit early next year!
-T
Hi folks! A small update today:
Improved district title customization; you can now set three different colors (both ends of the title gradient as well as the title outline color), and can also set exactly where you want the title to appear within the district.
Fixed recoloring of water during initial lake district placement, if you had configured that.
Fixed a rare case where non-walkable terrain (mountains, chasms, etc) could sometimes incorrectly override flattened districts which were drawn over that terrain and set as walkable.
Fixed a rare assertion failure involving terrain painting tools and opening and closing the "Design", "Reports", or "System" menus.
Fixes to the new "spinner" UI widget's drag-to-edit functionality, which fixed some awkward UI issues during combat ability editing.
Applied the new "spinner" UI widget's changes to the related "integer spinner" widget. This improves several UI elements throughout the game.
Fixed the map layout preview during the New Game UI flow to look much nicer and less garish.
Quest chains now have their level set based only upon their hunt quests (if there are any hunt quests in the chain). This really only matters for multi-level regions; if you have a region which has (for example) players of level 1-10 and you have a quest chain which consists of five "Fight those level 1 monsters" quests and one "Go talk to that other quest-giver" quest, previously the quest chain was considered to be level 1-10, because the "go to" quest on the end wasn't combat and was considered appropriate for any level. Now the quest chain is instead treated as level 1, so you won't have level 10 players trying to do the quest chain just to get to the later quest in it.
High-level players no longer ignore low-level monsters. They don't seek them out and they don't feel particularly happy about winning the fight, but if they end up in combat with them they will kill them instead of just walking away.
The "What's New" window no longer appears for first-time players -- leave them alone and let them get on with starting their first game!
For non first-time players, if we're going to show them the What's New window (because there has been a new major update since their last run of the game), then open the window after their MMO launcher window, so the new update information appears on top and they can actually read it!
Thanks so much for your feedback and issue reports, everyone!
-T
Hi folks! This update contains fixes for two issues which were found pretty quickly after the most recent update went out:
Fixed the game failing to launch on SteamDeck, regardless of whether it was trying to run the native Linux build or the Windows build via Proton -- It didn't like one of our shaders! I've now placated it, and seems to be happy again.
Fixed being unable to enter the 'Character Design' interface for players, monsters, or NPCs past the first eight. I'd done something which subtly broke how scrolling worked and never noticed! Now fixed.
So that's all for this little hotfix update.
But hey, while I have you here, it's been pointed out to me that I didn't mention all the new things in the Rivers&Bridges update. I completely forgot to mention that we added four new water-themed character costumes (including a diver, a fisherman, a narwhal, and a platypus!).
We also added a bunch of new water-themed scenery items including buoys, lanterns, lily pads, a fishing boat, and more! So.. please enjoy those bonus additions as well, and we'll talk again soon!
-T
Current Release
22878691
Uploaded Jun 03, 2026
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System Requirements
How to Install
MT2.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
210 MB
22878691
4A1F4057
9d62aaa2247a48d104865210e25fda5804c794499550d8c483f40d7b50049012
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