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.
I'd rather make Ront with a few hundred people who care than for a million who don't.
For years, my old RO (Ragnarok Online) guild kept saying the same thing: build the game, or at least run a server. My answer was always the same joke — 'yeah, I'll build Ront.' Not-Ragnarok. A whole world of my own.
Well, here we are. Ront is my love letter to the MMOs that made me feel like I belonged somewhere — the guilds, the contested maps, the world that didn't care about your wallet, the friends you'd log in just to see. Most of them are gone now. I missed them enough to build one myself.
The thesis is simple, and it's the test every feature has to pass: a war you can't lose is a war that doesn't matter. Modern MMOs congratulate you for pressing Start. Ront won't. Death can strip the gear off your back. A rival can take your hunting ground. You can stand in your capital and watch your own Crown Core crack. Every loss is real — and so is every comeback.
It's early, and rough in places, and entirely mine: no pay-to-win, no corporate roadmap, no army of suits. Just one dev, a shard myth I love, and a browser tab you can play in today. If that sounds like the world you've been missing too, come help me shape it.