One Town for Everyone: Satisfy Stopped Waiting for Players and Got Its Own Clock#

Before, every connection owned its own private copy of the town. Players could not meet. Time moved only when a player commanded it, then stopped while they considered what to do. The result was an odd contradiction: a supposedly living town existed separately for every player, and its clock waited for a command.

v0.10.0 puts all connected players into one shared town. You can see another character arrive, speak, or act at the moment your character could actually perceive it. Each player still reads the world in Russian or English, but the stage is shared. A character already controlled by someone else cannot be claimed. When someone disconnects, their character immediately returns to NPC control.

Time now moves by itself. One world round is ten game minutes and lasts thirty real seconds; the authored day from 08:00 to 22:00 is fourteen game hours and takes about forty-two real minutes. The town no longer waits while you read, think over an answer, or look around. You can enter in the middle of the day, and the day does not pause for a newcomer.

How actions work#

Moving, speaking, asking, and giving happen promptly. Work, watch, listen, and hold are long actions: they last until the next world round. An answer to a question arrives a little later, and only if asker and listener are still together. So a question is not only a message you send; you have to stay in the same scene to receive the answer.

A player who enters in the middle of the day takes over the character as the town has left them: current place, knowledge, and activity. There is no reset for convenience. You step into a scene that is already moving, not a clean start.

Two modes of time#

The build tried two world modes, each as a separate test world. In one-day mode, the authored day ends with an epilogue, and the town begins again. In continuous mode, night is skipped, the next morning starts, and characters keep their state.

A warning was already visible in continuous mode: a character claimed late in the day could inherit many repetitive notes from what they had observed. What happens when a real player joins a continuous world several days late is still open.

Failures must not stop everyone#

In a shared town, one player’s bad input or rendering failure should not bring down everyone else’s world. The affected connection is removed, and the shared world is reconstructed from its deterministic journal without that connection. The journal keeps enough information to replay the same shared history exactly.

What we tested#

Before real players tried it, we ran a continuous synthetic week: six scripted players were present from the start, the world completed the week, and then the same history replayed successfully from the journal. That is evidence that determinism and performance worked, not proof that the continuous world was fun or easy to understand.

Then two live clients, one Russian and one English, checked that shared causality held and private information did not leak between characters. At this stage, the shared build ran on the test server. The public game still used the older single-player day.

What comes next#

The first visible warning is a late join dragging behind many repetitive notes from what the character observed. What happens when someone enters a continuous world several days late, rather than hours late, belongs to the next entry.