Any time
Write
Queue atomic orders — as few as one, as many as the Shard allows. Reorder them, copy them, delete them, rewrite them. Say what should happen if one fails.
How it plays
That single constraint decides the shape of everything else — the clock, the queue, the acting order, the failure rules and the report. This page explains the whole machine, and marks which parts of it exist as code and which are still only written down.
Not built yet
Atomic Tick is not playable. There is no public server, no deployed API, no accounts, no sign-in and no demo. Everything described here is a designed rule; where a rule is also implemented in code, this page says so in the same sentence.
The parts that do exist — Tick scheduling, order queues, snapshots, deterministic resolution, movement, maps, combat, loot and Tick reports — are implemented in a private codebase and pass their tests in development. That is a long way from a game you can open.
The loop
Every Tick in every Shard follows the same four beats. Once you understand this cycle you understand the game; everything else is content built on top of it.
Any time
Queue atomic orders — as few as one, as many as the Shard allows. Reorder them, copy them, delete them, rewrite them. Say what should happen if one fails.
60 seconds before
The Shard freezes the entry at the head of every queue and takes a snapshot. Everything queued behind the head stays fully editable. Nobody gets a late edit.
On the boundary
The server acts once for every eligible character, in an order set by initiative and a recorded draw. The same instant, for everyone in that Shard.
Immediately after
A report says what locked, what became effective, which numbers applied, which draw was used, why the result happened, and what became of your queue.
The Tick
The design documents define it in one sentence: a scheduled Shard-resolution event in which the server locks intent, determines acting order, resolves at most one effective action per character, applies declared passive phases, and records results.
A thirty-minute Shard and a twelve-hour Shard are not easy mode and hard mode. They are different worlds with different rhythms, different populations and different economies, and in the fiction they are different stabilised temporal rhythms left by the same event. A twelve-hour Shard resolves twice a day, suits people who check in at breakfast and at bedtime, and costs almost nothing to operate.
Nothing carries across. Characters, statistics, mastery, items, currency and property do not transfer between independently balanced Shards, so a fast Shard can never be farmed to dominate a slow one. That isolation is what allows cadence to vary at all.
If a Shard is down when a boundary passes, that boundary does not queue up. The next Tick happens at the next aligned boundary and the Tick number advances by exactly one. Six missed boundaries produce one Tick, not six.
This is deliberate, and it is an absence rule as much as an operations rule. Six missed thirty-minute boundaries resolving in a burst a few seconds apart would take three hours of decisions away from every player at once. Instead the Shard remains at its last committed Tick and everybody gets a fresh window to observe and edit.
The queue
There is no cooldown bar to watch and no window you have to be awake for. There is a list of things your character will do, in order, one per Tick — and it is yours to edit right up until the head of it locks.
Built in code. Queues, queue locking and the Tick snapshot are implemented and tested in development.
One minute before each boundary, the Shard freezes the entry at the head of every queue, records which revision of the queue it took, and snapshots the inputs it needs to sort the acting order. Between the lock and the boundary the server computes resolution scores and sorts actors. That precomputation never decides an outcome; it only decides sequence.
Locking early has a visible cost, and the design states it rather than hiding it: the last minute before a boundary is not editable. In exchange, nobody can watch the clock and slip an edit in at the last possible instant, and the server has time to do its arithmetic without rushing a shared world.
Only the head locks. Entry #2 onward stays editable throughout, including during the lock window.
Queue capacity is how far ahead you may plan. It is never how much you may do. A character with fifty queued entries and a character with three both receive exactly one action at the next boundary. The candidate range is twenty to fifty entries per character, configured per Shard; on a 30-minute Shard twenty entries covers ten hours and fifty covers twenty-five. On an hourly Shard, double both.
This is the point most often mistaken for something familiar, so it is worth being blunt about the difference.
| Question | Atomic Tick queue | An energy bar | Action points |
|---|---|---|---|
| Can it be saved up? | No — an unused boundary is gone. Nothing accrues while you are away. | Yes — energy refills in the background and waits for you. | Yes — points bank until you choose to spend them. |
| Does a larger allowance mean more actions? | No — a longer queue plans further ahead at the same one action per Tick. | Yes — a bigger bar is straightforwardly more play. | Yes — more points is more done per turn. |
| Can it be spent in a burst? | No — entries resolve one per boundary and cannot be cashed in together. | Yes — that is usually the whole loop. | Yes — bursting is the tactical decision. |
| Can it be bought? | No — queue capacity is equal for everyone in a Shard and is never for sale. | Commonly, yes — refills are a standard purchase. | Commonly, yes — extra points are a standard purchase. |
| What does staying online all day earn? | Nothing extra. The same one action per character per Tick as somebody asleep. | More total actions, because the bar is drained more often. | More total actions, and usually better timing. |
Queue capacity changes how far ahead you may plan. It never increases throughput.
Resolution
A Tick is one transaction. It commits entirely or not at all, and it always runs the same nine steps in the same order. There are exactly two extension points in that sequence — prepare and settle — and no rule may add a third.
The candidate model adds base initiative, an equipment modifier, an action-speed modifier, a current-status modifier and a seeded random draw. Highest acts first. The exact ranges are not settled yet, and this site will not print numbers the design has not agreed.
What is settled is the fairness rule underneath it. Acting order is computed fresh at every boundary, so a permanent character identity never creates a permanent priority. Ties break on a deterministic value derived from the Shard, the Tick, the actor and a server-held secret — never on account age, never on who registered first, and never on who paid.
This split is the reason a scheduled game can still surprise you. Your intent is fixed a minute early; the world it meets is not.
FROZEN AT LOCK
READ LIVE AT YOUR TURN
Nothing is reserved in advance. If two characters both queued Collect on the same stack, both orders lock, both are valid at lock, and the acting order decides. The earlier actor collects it. When the later actor's turn arrives, the stack is no longer there, so their order is rejected before any attempt begins — a pre-invalid rejection rather than a failed attempt.
The distinction matters, because a rejection means no attempt legally started, and a standing behaviour is allowed to supply the effective action instead. A failed attempt is different: once an attempt has legally begun, the Tick is spent whatever the outcome, and no substitution may fire.
Contested movement works differently again, because a character occupying a square does not block it. Nobody can trap you in a doorway by standing in it, and two characters may finish a Tick on the same square. Combat is not a contest for space; it is a contest for attention, and outside expressly marked arenas and competitive zones, ordinary overworld characters cannot attack each other at all.
Failure
Play-by-mail had one genuinely bad property: an early mistake could ruin a two-week paid turn, and you would not find out for a fortnight. Explicit failure handling is how this design keeps the commitment and drops the punishment.
You choose what a failure does to the rest of the plan, per order or per character. Both options are deliberately simple, because a policy you cannot predict is worse than no policy at all.
CONTINUE
The failed entry is consumed and the next entry becomes eligible at the following Tick. Right for a long walk, where one blocked step should not abandon the journey.
PAUSE
The failure is recorded and everything behind it freezes until you resume. Right for anything where the remaining orders only make sense if this one worked — which is most of them.
Which of the two is the default is not settled yet, and it may end up being a per-Shard setting.
A failure never causes another queued instruction to execute immediately.
That is the whole anti-cascade rule, and it is a binding law rather than a preference. Whether an order succeeds or is consumed by failing, the next entry becomes eligible at the following Tick. There is no catch-up, no double action, and no way for a bad Tick to become a bad hour.
The order vocabulary
This is the complete list, split honestly. Six player orders are implemented and covered by tests in a private codebase. Everything else is written design with no code behind it, and is marked that way on every entry.
Built in code
Advance one adjacent square. Eight directions, one Tick each. A diagonal step is only legal when both of the orthogonal squares it passes between are passable, so you cannot squeeze through a wall joint that is not really there.
Built in code
Hold position and take no active action. Always legal, and the terminator of the standing-behaviour chain: whatever else fails to apply, Hold applies.
Built in code
Attack one target within reach — a named target, or the nearest eligible one. Attack never moves you. A miss is an executed failure, not a rejection, so the Tick is spent.
Built in code
Close on the nearest hostile and attack it when in reach. At resolution it does one of those two things — it moves one square or it attacks. Never both in one Tick, because that would be two actions wearing one name.
Built in code
Pick up one item or one legal stack from the square you are standing on. Reach is zero: there is no collecting at a distance, and no "loot everything nearby".
Built in code
Equip a carried item, or unequip an equipped one — the same order toggles both ways. Anything displaced from the slot returns to the pack. Changing a whole loadout is not one action; it is one action per item.
Built in code
A bounded automatic reply to incoming damage, from a per-Tick pool of two to five charges. It costs a charge and ammunition, needs the attacker inside your weapon's range, carries an accuracy penalty, cannot chain, never touches your queue and never changes the acting order. It exists so that standing among twenty hostiles is dangerous rather than merely quiet. It is not something you trigger, which is exactly why it does not break the one-action rule: a reaction is not player-directed, and it remains one decision per actor per Tick.
Built in code
Creatures and other non-player actors queue ordinary orders through the same queue and the same resolver as characters do. One identity model, one order path, one set of rules — which is also why a creature cannot cheat the acting order.
Designed, not built
Grant one unit of valid practice to one Skill or track. Blocked on two things that do not exist yet: per-actor Skill rank storage, and Skill proficiency affecting resolver outcomes. The progression loop is fully documented and cannot run.
Designed, not built
Apply one defined defensive stance. Automatic Return Strikes exist in code; player-directed defensive intent does not.
Designed, not built
One recovery unit under current conditions.
Designed, not built
One revival attempt on a Downed target, costing the helper their whole action for that Tick. Actors can already become Downed in code; nothing can pick them up yet.
Designed, not built
Create one ground entitlement from one item stack.
Designed, not built
Consume or activate one item, once.
Grouped for reading, but the grouping is presentational: each of these is one order, bounded to one thing, and none of them has code behind it.
Designed, not built
Cast spell — resolve one known spell once and pay its declared resources. The whole Magic module is additionally blocked on an unresolved decision about how spells map onto Skills.
Designed, not built
Enter and Exit one defined doorway, vehicle, structure or layer transition. Climb, Swim and Crawl — cross one specially defined edge, or add one unit of progress toward crossing it.
Designed, not built
Targeted attack against one observed body zone or component. Use combat Ability — one defined Ability, which may have multi-target consequences. Heal — one healing attempt, where contribution counts only effective restoration. Cleanse, repair armour and recharge shield — restore or remove one defined state or resource package.
Designed, not built
Search or Observe — one perception attempt. Open and Close — change one legal access state. Pick, Hack, Override and Tinker — one bypass attempt or one unit of progress. Unlock, Unseal and Force entry — one bounded attempt with a learned Ability, changing the lock state only. Activate — trigger one defined device, shrine, control or mechanism.
Designed, not built
Give — transfer one stack to a recipient's public code, under range and capacity rules. Unequip — return one equipped item to inventory. Pack and unpack companion inventory — one stack to or from one subordinate. Collect highest-priority match is a candidate only, and it deterministically collects at most one eligible item; it never means collect every match.
Designed, not built
Study or Research — one unit of progress or one discovery attempt. Gather — one gathering attempt. Craft — complete one bounded recipe or add one unit of progress. Repair — one bounded repair or one contribution to it. Build — one bounded work unit on an approved property, facility or public project. Use noncombat Ability — one exploration, social, technical, magical, recovery, production or information Ability.
Designed, not built
Speak or Negotiate — one conversation or negotiation step. Change Class at an approved preparation location, which never includes equipping an entire loadout. Change Job or prepare certification — one active change.
Designed, not built
Contribute to ritual — one bounded unit of progress or one named stage; never complete every stage. Summon or call subordinate — create or call one explicit subordinate actor, which gets its own separately recorded action, never advances your queue, and never acts on the Tick it was created. Command subordinate — update one subordinate's bounded command profile. Register with or use an NPC Guild — one membership, advancement, certification, training-access or service interaction. Propose or accept Clan Alliance — one auditable diplomacy record, which merges no treasuries, property, storage, leadership or action opportunities.
Designed, not built
Accept quest, contract, commission, duty or assignment — establish one objective, which performs none of the requested work. Market list, buy, bid and cancel — one escrow-backed market operation each. Claim, rent or relinquish property — one authoritative ownership or rental change.
Not started
Conditional Wait — remain waiting until a visible condition or a timeout — is a candidate that has not been accepted. Party, trade and Clan administration are designed, but which of them should consume a Tick has not been decided. Where the design has not decided, this site does not pretend it has.
The boundary
A vocabulary is defined as much by what it refuses as by what it contains. These are written down as disallowed, so that a future feature cannot smuggle four actions into one instruction and call it convenience.
The studio's own review question for any new mechanic is blunt: how many player-directed actions can this cause in one Tick, can the player see every queued action it creates, does it reward constant availability, and is it understandable on a mobile screen? A mechanic that fails those does not get built, however good the idea was.
Reports
A scheduled game asks you to accept outcomes you did not watch happen. That only works if the server can show its work — so it does, for every Tick, for every character, without you having to ask for it.
Because randomness is derived rather than streamed, a draw can be quoted back to you exactly, and it cannot be quietly re-rolled by retrying anything.
Built in code. Tick reports and an append-only Tick ledger are implemented and tested in development.
Results must be explainable. It is a binding law, not a nicety — a feature that cannot be explained does not get built.
Not every section appears every Tick; a character who moved through an empty field gets a short report. This is the full field catalogue the design specifies, so you can see the shape of what the server is required to be able to say.
Reports exclude hidden actors, undiscovered item details, secret rolls, and anything your character was not entitled to perceive. The authoritative ledger holds more than any player report shows, and support tooling reaches the complete record only under audited authorisation. Explainability is not the same thing as omniscience, and treating them as the same would hand every player a sensor suite.
One further requirement sits on all of it: a complete plain-text representation accompanies the visual report. That is there for screen readers, for support, for export, and for a bad connection on a train — four problems solved by the same decision.
Absence
The game should not demand constant presence. Six mechanisms are designed so that sleep, work, travel and ordinary life cost you a plan rather than a character — and one hard limit exists so that they never add up to a character that plays itself. Four of the six are built, one is designed only, and one is built as far as the Downed state and no further. Each card says which.
01
Twenty to fifty entries, configured per Shard. On a 30-minute Shard that is ten to twenty-five hours of covered boundaries; on an hourly Shard, twenty to fifty.
02
Continue or pause, chosen in advance. Nothing silently discards the rest of your plan while you are asleep.
03
One behaviour, used only when the queue is empty, paused, or unable to supply an action that can begin. Never after an attempt has legally begun, never recursive, and it falls back to Hold. Candidates: Hold, Guard, attack the nearest eligible hostile, train a selected track, Rest, Hide, observe or scan, use a selected survival item — of which four are accepted in code today and the rest are candidates in the design.
04
Queue low or empty, paused by failure, Downed, revived, loot approaching public state, Shard maintenance — with per-character filtering, quiet hours, batching and channel choice. Designed, not built.
05
At zero health a character is Downed: the queue pauses, allies get a limited window to Revive at the cost of their own action, and an unrevived character returns to a sanctuary under a temporary or curable consequence. Neither route restarts old movement or combat orders. Permanent death exists only in expressly marked Hardcore Shards, disclosed before you enter one. Being Downed exists in code. Revive, Rest and sanctuary recovery are designed, not built — nothing can pick a Downed actor up yet.
06
Loot begins under a visible protection rule, becomes public at a known deadline and expires at a known deadline — with both shown in real time and in remaining Ticks, so being asleep is a known quantity rather than a gamble.
Standing behaviour is deliberately small. The test the design applies is that one standing behaviour should be simple enough that a player can predict it. These are named in the design as behaviours that will not be offered:
Every one of those creates autonomous play rather than a simple absence contingency. The queue is meant to carry your decisions through the night, not to make new ones on your behalf.
You are not disadvantaged because another player can remain online all day.
Worked example
One character on a 30-minute Shard, across ninety minutes. Every order used here is one of the six that exist in code, and every rule applied is one stated above.
Read this as a walkthrough, not a recording
No Shard is running and no character exists. The panels below are drawn by hand to show what the designed rules produce, and the Tick numbers are written as n, n+1 and n+2 rather than invented figures, because there is no history to quote.
The character is inside a walled settlement. A stack of loot sits one square east, dropped by a creature two Ticks ago; its protection deadline has passed, so it is public and anybody may take it. The plan is: step onto it, collect it, equip what is in it, then move on. Five entries, two and a half hours of cover.
At 60 seconds before the boundary, entry #1 locks. At the boundary the character resolves third of eleven eligible actors and moves one square east.
Another character also queued Collect on that stack, and their resolution score put them second in the acting order. By the time our character's turn arrives at position seven, the stack is gone. Collect cannot legally begin, so this is a pre-invalid rejection rather than a failed attempt — which means the standing behaviour is permitted to supply the effective action, and it supplies Hold.
Entry #2 carried the failure policy pause, so the queue freezes with everything behind it preserved. Critically, entry #3 does not run early to make up for the wasted Tick. Nothing is owed and nothing accelerates.
The player reads the report at some point in the next half hour, deletes the dead Collect and the now-pointless Equip, resumes the queue, and leaves Move north-east as the head. All of that is free and none of it is rationed. It also changes nothing about the next boundary: the resumed head becomes eligible at the following Tick, exactly as it would have if nothing had gone wrong.
Three Ticks, ninety minutes, three actions — one of which produced nothing but a Hold. That is the honest cost of a contested stack, and it is also the point: the loss was one boundary, it was explained, and it did not cascade.
Where this is
Of the machinery in that walkthrough, the Tick clock, the queue, the lock, the snapshot, deterministic resolution, movement with the diagonal rule, combat, loot protection, Collect, Equip, standing behaviour and the report structure are all built in code and pass their tests in development. Revive, notifications, the failure-policy interface and the browser client that would show you any of it are not. The honest status page lists the whole thing, item by item.