In development Persistent · server-authoritative · not playable yet

You don't play faster.
You plan better.

Atomic Tick is a persistent, server-authoritative role-playing game in which each eligible character receives at most one atomic player-directed action per scheduled Tick. You write a queue of future orders, edit it freely until the server locks the Tick, and read a report that explains exactly what resolved and why.

Not playable yet

There is no public server, no API, no accounts, no demo and nothing to sign up for. What exists is a large body of written design and a private codebase in which Tick resolution, order queues, maps, combat and the content catalogues are built and pass their tests in development.

Cadence demonstration not a live Shard editing window would be open
Next boundary in
—:—
Orders would lock in
—:—
Cadence
every 30 minutes
Boundaries
aligned to UTC
last boundary lock next boundary
Real UTC boundaries, counted on your own device, at the cadence a thirty-minute Shard is designed to run on. It reaches nothing. There is no server behind it and no Shard for it to be counting for — it is the rhythm, shown working.

The rule everything else is built around

Three rules the rest of the game is built on

Every eligible character receives at most one effective player-directed action per Tick. Not one per minute, not one per click — one per scheduled boundary, for everybody, in every Shard. Every other system in the game is built to fit around that sentence.

01

One action means one action

Moving, attacking, casting, healing, training, equipping, unlocking, searching, collecting, giving, gathering, repairing and reviving are separate actions, and each is its own entry in the queue. Nothing bundles a hidden chain of extras behind one instruction, and no order quietly does a second order's job.

02

One Move means one square

An ordinary Move advances one adjacent square. A destination a hundred squares away is a hundred Move entries and a hundred Ticks — which is a hundred boundaries on which somebody else can move, arrive, or be waiting when you get there. Queue capacity changes how far ahead you may plan. It never changes how much you can do.

03

Failure never accelerates a queue

Whether an order succeeds or is consumed by failing, the next entry becomes eligible at the following Tick. A failure never pulls a queued instruction forward, so a bad Tick costs a Tick — and cannot cascade through the eight hours you queued behind it.

What the rule does not forbid

One effect may have several tightly related consequences. An attack calculates accuracy, damage, armour, status effects, durability and contribution as consequences of one attack. A fire spell can deal fire damage and apply a declared burning state. A wave can affect several eligible targets. Those are one coherent resolution, not a licence to hide unrelated activity inside a single order.

Seven laws bind the design, and a feature that violates one does not get built, however good the idea was. All seven, and what each one costs.

The queue

A queue, not a cooldown

A queue is a list of things your character will do, in order, one per Tick. You edit it whenever you like — reorder it, cut it, extend it — at no cost and no penalty.

Only the head of it ever freezes, one minute before the boundary. Everything behind the head stays yours to change. How a Tick is resolved, step by step.

Queue Vel Ashgrove 7 of 20
#1 Move east T+1 locked resolves at the next boundary
#2 Move east T+2 on failure — pause the queue
#3 Move east T+3
#4 Move east T+4 doorway — one square wide, and occupancy never blocks it
#5 Move east T+5
#6 Move north-east T+6 ⚠ diagonal — legal only while both corners stay passable
#7 Collect T+7 on failure — continue
standing behaviour: hold position covers the next 3h 30m
A sample queue, drawn to show the fields the client records. Seven entries on a thirty-minute Shard cover three and a half hours. Only #1 is locked; #2 to #7 can still be changed.
Sample map 34 × 20 squares seed "greyreach"
.plain ,grass =road _floor fforest ~shallows +doorway #wall ^rock Wdeep water
Produced by the map generator in the codebase — same seed, same map, every time. Hand-authored maps are the normal path for a Shard; this one is generated. The highlighted squares are the six queued Moves above: five east, through the doorway and onto the road, then one diagonal north-east onto open ground.

The Shard

A map you can read at a glance

Shards are square grids. Characters move in eight directions, diagonals included, and a diagonal step between two blocked corners is refused — you cannot squeeze through a wall joint that is not really there.

  • Terrain decides what you can cross, never how fast you cross it. One Move is one Tick on a road, in a forest, or through a doorway.
  • Generated maps are validated for connectivity, so there are no pockets you can see and never stand on.
  • Blocked terrain carries a symbol as well as a colour — here, and as a stated requirement of the clients. No information is ever left to colour alone.
  • Characters share squares. Nobody can body-block a doorway, and nobody's plan is ruined by a stranger standing still in it.

A Shard is a whole persistent world with its own map, roster, cadence, economy and history — not a theme, and not a save slot. What a Shard is, and what the Atomic Bang was.

The loop

Preparation, anticipation, revelation, adjustment

The intended rhythm, in four beats. It repeats every Tick, in every Shard, and it is the whole game — everything else is content built on top of it.

Any time

Preparation

Study the map, read the last report, check range, consider what other characters and creatures might do, and write a sequence of atomic instructions.

Until the lock

Anticipation

The orders are still only intent. You know exactly when the next boundary lands. You cannot know every choice made by every other actor in the meantime.

On the boundary

Revelation

Initiative orders the actors, and each eligible one resolves at most a single effective action. Same instant for everyone in the Shard. Then the report arrives.

Immediately after

Adjustment

Keep the plan, rewrite several future entries, switch standing behaviour, pause a character, coordinate with allies — or leave it alone entirely and let it run.

THE CLOCK

Cadence is a per-Shard rule

Thirty minutes and one hour are the two worked profiles, and any interval that divides the day evenly is legal: 5, 10, 15 or 30 minutes, or 1, 2, 3, 4, 6, 8, 12 or 24 hours. Boundaries are computed from the UTC clock rather than from the last Tick, so they cannot drift — and a missed boundary is skipped rather than queued. Six missed boundaries produce one Tick, not six.

THE REPORT

The server shows its work

A scheduled game asks you to accept outcomes you did not watch happen. That only works if the server can explain them, so for every Tick it records:

  • which intent was locked, and what actually became effective;
  • where you fell in the acting order, and why;
  • which random draw was used, and the reference that identifies it;
  • what changed — position, health, resources, and the queue itself.

Randomness is derived rather than streamed: each value is a keyed hash over Shard, Tick, actor and purpose, so a retry cannot reroll a bad outcome and every draw can be quoted back to you exactly. The lock, the snapshot, the resolution order and the report, in detail.

The character

You are the sum of what you have practised

The other half of the design is what the one action per Tick is being spent on. A character here is not a level with equipment hanging off it.

NO LEVEL

There is no character level

No general level, no Class level, no Job level and no spell level. Nothing about a character is summarised by a single number that goes up. Their numeric proficiency is the sum of the Skill ranks they actually hold, and nothing else grows.

SKILL RANK

What you choose not to learn is the decision

Each Skill runs from rank 0 to rank 100, and a character may hold 800 ranks in total across every Skill they have. There is no configuration that is good at everything, so the interesting choice is not what to train — it is what to leave at zero.

ATTRIBUTES

Six attributes, deciding a different question

Attributes decide whether you can lift it, reach it or survive it. Skill decides whether you are any good with it. A shortfall of one to three degrades the attempt rather than blocking it; four or more and the action is refused outright.

Race is a body and Origin is a past — twenty-five Races across six substrates, twenty-eight Classes, thirty-two Specializations and sixteen Jobs are authored, and none of them can yet change an outcome, because no actor can own a changing Skill rank. What a character is made of.

Before you get interested

This game is not for everyone, and that is on purpose

Its pace is an identity, not an inconvenience we are hoping you will not notice. It is better to say so here than to waste your evening.

What it isn't

  • Not playable today. This is a description of a game in development, not an invitation to sign in — because there is nothing to sign in to.
  • Not real-time. Nothing happens because you refreshed. It happens because the clock reached a boundary.
  • No reflex play. There is no aiming, no dodging, and no combo to drill.
  • No energy bar. You cannot bank ten Ticks of actions and spend them in one burst.
  • No advantage for being online all day. Somebody watching every boundary gets the same one action per character, per Tick, that you do.
  • No power for sale. There is no store, and the design forbids ever selling anything that makes a character stronger.

What it is designed to be

  • A character that keeps going while you sleep, work or travel — doing exactly what you told it to, and nothing else.
  • Decisions that stay decided, because you cannot take them back in the last second.
  • A genuinely shared world: everyone in a Shard acts on the same boundary, under the same published rules.
  • Defeat that costs something real without casually erasing years of character history.
  • Sessions worth two minutes or two hours, and useful either way.
  • A server that can explain every important result, including the ones you were asleep for.

The fiction

The Atomic Bang, and the Shards it left behind

The setting exists to justify the mechanic rather than to decorate it. This is the rare case where "why does the world only change on a schedule?" has an answer inside the world.

Atomic describes one indivisible authoritative action. Tick describes the scheduled causal boundary. Atomic Bang names the setting event that bound reality to this rhythm.

The Atomic Bang is the umbrella causality fracture after which reality persists as Shards and consequential change occurs on discrete Ticks. It is a lore event rather than a product subtitle, and not necessarily a nuclear detonation. Whether it had an agent, an accident, a natural cause or several at once — and whether anyone correctly remembers the time before it — is deliberately unresolved, and no answer is allowed to let anyone bypass one action per Tick.

SHARD FAMILY

Fantasy

Overt Magic and Mana, medieval or preindustrial societies, fantasy Races and Classes, monsters, dungeons, kingdoms, NPC Guilds, alchemy, enchanting, craft, wilderness and estates. Firearms, cybernetics and spaceflight appear only in declared variants.

SHARD FAMILY

Science fiction

Advanced technology, alien or synthetic Races, robotics, energy systems, fabrication, settlements, stations and planetary exploration, with a possible later ship layer. Cyberpunk and hard science are declared variants of it rather than families of their own.

SHARD FAMILY

Apocalypse

Ruins, salvage, mutation, damaged infrastructure, scarcity, item condition, hazards, local settlements and rebuilding. Nuclear, magical, ecological, machine, alien and temporal collapses are distinct templates: the cause decides what technology, Magic and creatures survived it.

FIRST FOCUS

Convergence

One curated world that takes selected parts of all three families and gives them a single history, geography, economy and counter system. It is the first concentrated design focus because it exercises the broadest reusable systems. Curated — never an unrestricted mixing bowl.

Shards never exchange characters, items, currency, mastery or property, so no Shard can be farmed to win another. The Shard Atlas lets related Shards share a coordinate lineage without sharing anything mechanical: one location might be a castle settlement in a Fantasy Shard, an arcology in a Science Fiction Shard, and a ruined salvage site in an Apocalypse Shard. The world, in full.

Honest status

What is actually built

Written design and working code are tracked as two different things, because a roadmap that cannot be checked against reality is an advertisement. Everything marked built runs in development, in a private codebase, with tests. None of it is deployed.

  • Built in code

    The Tick itself

    UTC-aligned boundaries, the one-minute lock, the intent snapshot, deterministic resolution with derived replay-stable randomness, an append-only ledger and Tick reports. Independent Shards resolve concurrently, each on its own cadence.

  • Built in code

    Six player orders

    Move, Hold, Attack, Engage, Collect and Equip — Equip toggles off as well. Automatic Return Strikes answer incoming damage from a small per-Tick pool without touching the queue, and NPCs act through the same queue and the same resolver as players do.

  • Built in code

    Maps, combat and catalogues

    Authored atlases, painted regions and gradual spawning, connectivity-validated generation, eight-direction movement with the strict diagonal corner rule, combat, equipment on universal slots, Stamina, loot rolls with cadence-derived protection, and server-served catalogues of Races, Classes, Jobs, Skills, spells, creatures and items.

  • In development

    The browser game

    Sign-in, Shard and character selection, map, queue and Tick reports, then character, Skills, inventory and settings. This is the current focus and the thing that makes the rest playable. Missing actions are to be shown honestly rather than simulated in the client.

  • Designed, not built

    Progression, recovery and Magic

    Per-character Skill ranks and practice, Train, Rest, Revive, Drop, Use Item, player-directed Guard, and the whole Magic module. Documented in detail; none of it can run yet. Crafting, markets, property, quests, Clans and companions sit behind those.

  • Not started

    A public server

    Nothing is deployed. There is no public API, no accounts, no demo and no waiting list. An Android client is considered only after the browser game is complete and operating reliably, and is deliberately not a full-parity client — the browser is the complete game and the accessibility-complete surface.

The main risk is no longer architectural uncertainty. It is depth mismatch: several broad catalogues and design chapters sit above a narrower implemented action set. From the project's own risk register

The honest status page takes it item by item, including what each unbuilt thing is blocked on.

Fairness

What cannot be bought, and what being awake cannot buy

These are binding design decisions rather than launch promises. Nothing is on sale today and no store exists, so all of it is stated as what will and will not be allowed to happen.

ACCESS

It will be free to play

Core characters, Shards, Races, Classes, Jobs, Skills, Abilities, Clans, Guilds, quests, markets, property, companions and ordinary progression remain accessible without purchase. No advertising on any surface, and no in-application purchases in a first Google Play release.

POWER

Nothing sold makes a character stronger

Not more actions, faster Ticks, longer queues, better standing behaviour, faster training, higher initiative, superior loot odds, lighter defeat, stronger companions, better land, legal privilege or resolution priority. If optional support is ever offered it is cosmetic or voluntary recognition, and nothing else.

TIME

No advantage for being awake at 3am

Someone watching every boundary receives the same one action per character, per Tick. Queue capacity is equal for everyone in a Shard and is never for sale. What presence buys is information and coordination — and you can close that gap by planning well, or by having friends.

Nothing to sign up for

Shape it before it is finished

Atomic Tick is in development, and there is no account to create and no list to join. The Discord is where progress gets posted and where the design arguments actually happen — and a design argument is far more useful now than after everything is locked.