← Devlog

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.

The world stopped being a grid — you don't walk square by square any more, you just walk.

  • Movement is free now. You move in any direction, stop anywhere, and stand exactly where you stopped — no more sliding to the middle of a tile.
  • Walls behave like walls. You come to rest flush against one and slide along it instead of snagging on a corner you couldn't see.
  • A laggy second costs you smoothness, not ground. Your game keeps the steps the server hasn't answered yet and replays them on top of its answer — no more rubber-band snap.
  • Your party is a row of buttons. Press a member's frame to target them, and you're in that row too, so healing yourself is one press.
  • Taunt arrived — for when something large is chewing on the person least able to survive it.
  • The rings monsters paint on the floor got outlines. A bright capital street was swallowing the warning whole.
  • The server decides how fast you really swing, so your attack speed can't lie to you, and Space stopped picking targets for you.
  • A new build no longer kicks you offline. You stay connected straight through it.
  • Plus 40-odd smaller fixes — bare hands got a real floor under them, every weapon is paid the same way, a monster keeps its target through a stun, a lost fight resets instead of staying angry forever, and streetlamps stopped burning holes in the road at night.

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.