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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.

Twenty of them went in while you were still standing there.

Five of us were in Ront at the same time for three hours last night, and the game got fixed under our feet — starting with the one you feel most: walking no longer drops your swing.

  • Walking never stops your swing. You can back off, circle, reposition mid-fight and keep hitting — standing still is no longer the price of an attack.
  • When a party kills something worth having, everyone rolls for it: Need, Greed, or Pass. No more loot quietly going to whoever happened to be closest.
  • Trading is a real window. Two people put their things down, both agree, and the deal closes — nobody drops items on the floor and hopes.
  • A tank can actually hold a monster now, from level six all the way to the cap. And crowd control holds it instead of making it forget you — stun it, and it's still yours when it wakes.
  • Helping skills go to whoever you named, and a healer counts as being in the fight they're holding up rather than standing outside it.
  • Your gear comparison says the swap in words — one net change per stat, no arrow glyphs to decode — and a socketed attunement finally says what it does.
  • Elemental damage is gone, and so is weapon-versus-size. What you hit for is one honest number again.
  • Plus 25-odd smaller repairs — the ground is painted now instead of lit, the illustrated cards sit in the world's hour, ground effects stopped drawing as solid squares over your character, and a dropped stack leaves your bag once.
  • Thank you. Five people giving up an evening to break my game on purpose is worth more than any amount of me testing it alone.

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.