Game website

When Evennia starts it will also start a Webserver as part of the Server process. This uses Django to present a simple but functional default game website. With the default setup, open your browser to localhost:4001 or to see it.

The website allows existing players to log in using an account-name and password they previously used to register with the game. If a user logs in with the Webclient they will also log into the website and vice-versa. So if you are logged into the website, opening the webclient will automatically log you into the game as that account.

The default website shows a “Welcome!” page with a few links to useful resources. It also shows some statistics about how many players are currently connected.

In the top menu you can find

  • Home - Get back to front page.

  • Documentation - A link to the latest stable Evennia documentation.

  • Characters - This is a demo of connecting in-game characters to the website. It will display a list of all entities of the _typeclasses.characters.Character` typeclass and allow you to view their description with an optional image. The list is only available to logged-in users.

  • Channels - This is a demo of connecting in-game chats to the website. It will show a list of all channels available to you and allow you to view the latest discussions. Most channels require logging in, but the Public channel can also be viewed by non-loggedin users.

  • Help - This ties the in-game Help system to the website. All database-based help entries that are publicly available or accessible to your account can be read. This is a good way to present a body of help for people to read outside of the game.

  • Play Online - This opens the Webclient in the browser.

  • Admin The [Web admin](Web admin) will only show if you are logged in.

  • Log in/out - Allows you to authenticate using the same credentials you use in the game.

  • Register - Allows you to register a new account. This is the same as creating a new account upon first logging into the game).

Modifying the default Website

You can modify and override all aspects of the web site from your game dir. You’ll mostly be doing so in your settings file (mygame/server/conf/ and in the gamedir’s web/folder (mygame/web/ if your game folder is mygame/).

When testing your modifications, it’s a good idea to add DEBUG = True to your settings file. This will give you nice informative tracebacks directly in your browser instead of generic 404 or 500 error pages. Just remember that DEBUG mode leaks memory (for retaining debug info) and is not safe to use for a production game!

As explained on the Webserver page, the process for getting a web page is

  1. Web browser sends HTTP request to server with an URL

  2. uses regex to match that URL to a view (a Python function or callable class).

  3. The correct Python view is loaded and executes.

  4. The view pulls in a template, a HTML document with placeholder markers in it, and fills those in as needed (it may also use a form to customize user-input in the same way). A HTML page may also in turn point to static resources (usually CSS, sometimes images etc).

  5. The rendered HTML page is returned to the browser as a HTTP response. If the HTML page requires static resources are requested, the browser will fetch those separately before displaying it to the user.

If you look at the evennia/web/ directory you’ll find the following structure (leaving out stuff not relevant to the website):

               (css style files)
               (images to show)

          (html files)

        (python files related to website)

The top-level web/ file ‘includes’ the web/website/ file - that way all the website-related url-handling is kept in the same place.

This is the layout of the mygame/web/ folder relevant for the website:




Changed in version 1.0: Game folders created with older versions of Evennia will lack most of this convenient mygame/web/ layout. If you use a game dir from an older version, you should copy over the missing evennia/game_template/web/ folders from there, as well as the main file.

As you can see, the mygame/web/ folder is a copy of the evennia/web/ folder structure except the mygame folders are mostly empty.

For static- and template-files, Evennia will first look in mygame/static and mygame/templates before going to the default locations in evennia/web/. So override these resources, you just need to put a file with the same name in the right spot under mygame/web/ (and then reload the server). Easiest is often to copy the original over and modify it.

Overridden views (Python modules) also need an additional tweak to the website/ file - you must make sure to repoint the url to the new version rather than it using the original.

Examples of commom web changes


Django is a very mature web-design framework. There are endless internet-tutorials, courses and books available to explain how to use Django. So these examples only serve as a first primer to get you started.

Change Title and blurb

The website’s title and blurb are simply changed by tweaking settings.SERVERNAME and settings.GAME_SLOGAN. Your settings file is in mygame/server/conf/, just set/add

SERVERNAME = "My Awesome Game"
GAME_SLOGAN = "The best game in the world"

Change front page HTML

The front page of the website is usually referred to as the ‘index’ in HTML parlance.

The frontpage template is found in evennia/web/templates/website/index.html. Just copy this to the equivalent place in mygame/web/. Modify it there and reload the server to see your changes.

Django templates has a few special features that separate them from normal HTML documents - they contain a special templating language marked with {% ... %} and {{ ... }}.

Some important things to know:

  • {% extends "base.html" %} - This is equivalent to a Python from othermodule import * statement, but for templates. It allows a given template to use everything from the imported (extended) template, but also to override anything it wants to change. This makes it easy to keep all pages looking the same and avoids a lot of boiler plate.

  • {% block blockname %}...{% endblock %} - Blocks are inheritable, named pieces of code that are modified in one place and then used elsewhere. This works a bit in reverse to normal inheritance, because it’s commonly in such a way that base.html defines an empty block, let’s say contents: {% block contents %}{% endblock %} but makes sure to put that in the right place, say in the main body, next to the sidebar etc. Then each page does {% extends "base.html %"} and makes their own {% block contents} <actual content> {% endblock %}. Their contents block will now override the empty one in base.html and appear in the right place in the document, without the extending template having to specifying everything else around it!

  • {{ ... }} are ‘slots’ usually embedded inside HTML tags or content. They reference a context (basically a dict) that the Python view makes available to it. Keys on the context are accessed with dot-notation, so if you provide a context {"stats": {"hp": 10, "mp": 5}} to your template, you could access that as {{ stats.hp }} to display 10 at that location to display 10 at that location.

This allows for template inheritance (making it easier to make all pages look the same without rewriting the same thing over and over)

There’s a lot more information to be found in the Django template language documentation.

Change webpage colors and styling

You can tweak the CSS of the entire website. If you investigate the evennia/web/templates/website/base.html file you’ll see that we use the Bootstrap 4 toolkit.

Much structural HTML functionality is actually coming from bootstrap, so you will often be able to just add bootstrap CSS classes to elements in the HTML file to get various effects like text-centering or similar.

The website’s custom CSS is found in evennia/web/static/website/css/website.css but we also look for a (currently empty) custom.css in the same location. You can override either, but it may be easier to revert your changes if you only add things to custom.css.

Copy the CSS file you want to modify to the corresponding location in mygame/web. Modify it and reload the server to see your changes.

You can also apply static files without reloading, but running this in the terminal:

evennia collectstatic --no-input

(this is run automatically when reloading the server).

Note that before you see new CSS files applied you may need to refresh your browser without cache (Ctrl-F5 in Firefox, for example).

As an example, add/copy custom.css to mygame/web/static/website/css/ and add the following:

.navbar {
  background-color: #7a3d54;

.footer {
  background-color: #7a3d54;

Reload and your website now has a red theme!

Hint: Learn to use your web browser’s Developer tools. These allow you to tweak CSS ‘live’ to find a look you like and copy it into the .css file only when you want to make the changes permanent.

Change front page functionality

The logic is all in the view. To find where the index-page view is found, we look in evennia/web/website/ Here we find the following line:

# in evennia/web/website/

  # website front page
  path("", index.EvenniaIndexView.as_view(), name="index"),

The first "" is the empty url - root - what you get if you just enter localhost:4001/ with no extra path. As expected, this leads to the index page. By looking at the imports we find the view is in in evennia/web/website/views/

Copy this file to the corresponding location in mygame/web. Then tweak your mygame/web/website/ file to point to the new file:

# in mygame/web/website/

# ...

from import index

urlpatterns = [
    path("", index.EvenniaIndexView.as_view(), name="index")

# ...

So we just import index from the new location and point to it. After a reload the front page will now redirect to use your copy rather than the original.

The frontpage view is a class EvenniaIndexView. This is a Django class-based view. It’s a little less visible what happens in a class-based view than in a function (since the class implements a lot of functionality as methods), but it’s powerful and much easier to extend/modify.

The class property template_name sets the location of the template used under the templates/ folder. So website/index.html points to web/templates/website/index.html (as we already explored above.

The get_context_data is a convenient method for providing the context for the template. In the index-page’s case we want the game stats (number of recent players etc). These are then made available to use in {{ ... }} slots in the template as described in the previous section.

Change other website pages

The other sub pages are handled in the same way - copy the template or static resource to the right place, or copy the view and repoint your website/ to your copy. Just remember to reload.

Adding a new web page

Using Flat Pages

The absolutely simplest way to add a new web page is to use the Flat Pages app available in the Web Admin. The page will appear with the same styling as the rest of the site.

For the Flat pages module to work you must first set up a Site (or domain) to use. You only need to this once.

  • Go to the Web admin and select Sites. If your game is at, that’s the domain you need to add. For local experimentation, add the domain localhost:4001. Note the id of the domain (look at the url when you click on the new domain, if it’s for example http://localhost:4001/admin/sites/site/2/change/, then the id is 2).

  • Now add the line SITE_ID = <id> to your settings file.

Next you create new pages easily.

  • Go the Flat Pages web admin and choose to add a new flat page.

  • Set the url. If you want the page to appear as e.g. localhost:4001/test/, then add /test/ here. You need to add both leading and trailing slashes.

  • Set Title to the name of the page.

  • The Content is the HTML content of the body of the page. Go wild!

  • Finally pick the Site you made before, and save.

  • (in the advanced section you can make it so that you have to login to see the page etc).

You can now go to localhost:4001/test/ and see your new page!

Add Custom new page

The Flat Pages page doesn’t allow for (much) dynamic content and customization. For this you need to add the needed components yourself.

Let’s see how to make a /test/ page from scratch.

  • Add a new test.html file under mygame/web/templates/website/. Easiest is to base this off an existing file. Make sure to {% extend base.html %} if you want to get the same styling as the rest of your site.

  • Add a new view under mygame/web/website/views/ (don’t name it or Django/Evennia will think it contains unit tests). Add a view there to process your page. This is a minimal view to start from (read much more in the Django docs):

    # mygame/web/website/views/
    from django.views.generic import TemplateView
    class MyTestView(TemplateView):
        template_name = "website/test.html"
  • Finally, point to your view from the mygame/web/website/

    # in mygame/web/website/
    # ...
    from import testview
    urlpatterns = [
        # ...
        # we can skip the initial / here
        path("test/", testview.MyTestView.as_view())
  • Reload the server and your new page is available. You can now continue to add all sorts of advanced dynamic content through your view and template!

User forms

All the pages created so far deal with presenting information to the user. It’s also possible for the user to input data on the page through forms. An example would be a page of fields and sliders you fill in to create a character, with a big ‘Submit’ button at the bottom.

Firstly, this must be represented in HTML. The <form> ... </form> is a standard HTML element you need to add to your template. It also has some other requirements, such as <input> and often Javascript components as well (but usually Django will help with this). If you are unfamiliar with how HTML forms work, read about them here.

The basic gist of it is that when you click to ‘submit’ the form, a POST HTML request will be sent to the server containing the data the user entered. It’s now up to the server to make sure the data makes sense (validation) and then process the input somehow (like creating a new character).

On the backend side, we need to specify the logic for validating and processing the form data. This is done by the Form Django class. This specifies fields on itself that define how to validate that piece of data.

The form is then linked into the view-class by adding form_class = MyFormClass to the view (next to template_name).

There are several example forms in evennia/web/website/ It’s also a good idea to read Building a form in Django on the Django website - it covers all you need.