Devlog
Build notes from a solo dev.
One person making a faction MMO. Combat, engine, world and social systems: what shipped, what broke, what's next.
Ront's biggest rework yet
Reworked maps, spell effects, character animations and a new pixel-art interface. Come see how Ront has changed.
Read →Change direction without the snap back
Turn mid-run and you go where you pointed, instead of getting pulled back a step first. You can also sign in with Google now.
Read →A boss lives at Old Ward
Old Ward, the ruined checkpoint on the road between the two cities, has a boss now: the Alfa Roadwarden, and a 44-metre court to fight it in.
Read →Everything walks faster
Walking is about 15% quicker — yours, the monsters', everyone's. On a phone, a whole action bar now sits under your thumb.
Read →Quests at every level
There is a quest waiting at every level now, so your journal is never empty between chapters. The world also stopped loading blurry.
Read →The compass window
A window that tells you what to do right now, this session, and this season. Fireball, Piercing Star and Hookline are now aimed by pointing.
Read →Ront plays on a phone
Turn a phone sideways and you can play. Every character and monster also got a real body, and Fireball is in.
Read →The refine window shows every step
You can see every upgrade step before spending anything: what a failure costs, which step is safe, how far the piece can go. Zeny is called gold now.
Read →Gear has real names
Rolled gear has one name now — Grave Iron Pike of Cleave — instead of a string of words, and everything in your bag was renamed.
Read →The world got smaller on purpose
Nine maps became two capitals and four shared fields, so you stop missing each other — and party experience stopped punishing you for bringing friends.
Read →A card at every level
Every level now deals you three cards and lets you keep one — and if the boss comes for the healer, the healer can finally do something about it.
Read →Five of us, three hours
Five people in the world at once for three hours, and the game got fixed under their feet — walking no longer drops your swing, and a party finally rolls for its loot.
Read →The world stopped being a grid
Ront moves freely now — no more tile by tile. You stop flush against a wall instead of snagging on its corner, and a laggy second no longer drags you backwards.
Read →The camera settles, and the world gains a horizon
The camera has a default angle at last, the mist at the map's edge became a horizon, and every player got animation of its own.
Read →Attunements replace stat points, and monsters start warning you
A loadout of cards instead of a pile of points, a telegraph on every field monster, and a long day spent making the game tell the truth.
Read →The world starts looking like itself
Trees, rocks and monsters became illustrated cards, the walls at the map's edge became fog, and the old stat sheet finished dying.
Read →Skills get a face, and the world gets a journal
Icons, a Skills window that fits, quests with one journal, ten stats you assign yourself — and a website with a Play button that works.
Read →Week one: the Adventurer stands up
The classless skill system went in end to end, rendering moved off your input thread, and the first fights started behaving.
Read →One Adventurer, every role — the classless skill system ships
No classes. Attunement lets one body wield any skill and any weapon, and rebuild freely in the capital. Here's how it actually plays.
Read →Why I'm building Ront
A love letter to the MMOs that felt like a second world — and the old RO guild that spent years telling me to build one.
Read →Killing the first-cast freeze: smooth from the first second
For a long time the first spell of every session hitched. Here's why it mattered, and what it took to make the world feel like a real game the moment you log in.
Read →A world that fights back: boss telegraphs and the living land
The Matrix Heart isn't scenery. Monsters now read like a boss fight you can learn — telegraphs, phases, threat — and the deeper you push, the harder it pushes back.
Read →Your grind becomes everyone's strength: the faction armory
Donate the loot you don't need and your whole Crown can re-gear from it with coin. The armory turns private grind into faction power.
Read →
The cycle turns
Swear a Crown. Break theirs.
Nothing to install, and no pay-to-win. Open a tab and pick a side.
Playable technical alpha Ront is still in development, with progress shared publicly.