Ruboria, home

Sheet 4 of 6: Dev notes

Dev notes

For the people who came here for the netcode. Ruboria is built to run a persistent shared world on modest hardware.

20 Hzfixed simulation tick
256fixed-point units to a tile
1server-side world simulation
32wet tiles a Volt charge can reach

One world, one tick

The server runs a single simulation of the whole world on a fixed 20 Hz tick, and each board gets its own tick context inside it. Your screen interpolates between ticks. Positions are integers, 256 units to a tile.

  • Same seed plus same inputs gives the same world, bit for bit. Tests check it.
  • Humans, robots, bullies and guilds all act through the same validator.

Epistemic Horizon

I don't send you the whole world. Replication is interest-managed, so you get what you're entitled to know.

  • Nearby moving things update in distance-based bands.
  • Your freight and projects report in from far away.
  • Markets and history load when you open them.
  • Sign-in announcements don't say where you are.

Cheating

Movement is predicted locally and reconciled. The server decides position, inventory, freight, the economy and progression. Gathering minigames are replayed from your inputs.

Everyone plays in the shared world, signed in with a character name and password. If the game ever goes down for good, every player gets an offline version with the world exactly as it was at the last online moment.

Privacy

No email address or real name needed to play. Download your character's data or delete the character whenever you like.

Status reportFiled October 2026

State of the build

Ruboria is in closed alpha. Playtest invites are closed, and there is nothing public to play yet. This is what the closed build has, what is being worked on, and what has not been built.

InspectedOctober 2026

Working in the closed build

  • Eleven connected zones, Z01 to Z11, from Gatehold to the Frostvault Basin
  • The fixed-angle 2.5D tile board, with a tilt you can turn off
  • Mino combat, plus drills, trials and bosses
  • Gathering minigames: Data Miner cabinets, Orbalism tables and fishing
  • Skating, a player economy and the Sawtooth Divide
  • Registry paperwork and permits
  • Shared-world accounts
  • The accessibility options listed in the FAQ

Being worked on

  • Account recovery, so your character is always yours
  • A first hour that makes the big systems easy to find
  • Reliable sessions, reconnects and clear connection states
  • Scaling multiplayer while keeping one shared world
  • Clearer UI for the systems that already exist
  • Denser content and better gathering placement in the newer regions
  • Two-player and multi-client testing for freight, projects, economy, persistence and reconnects
  • Full storylines for the frontier zones, Gate Zero and the White Lock

Not built yet

  • Player-run cities. The plan is on the Registry page.
  • Founding settlements, new districts beyond the authored map, elections and wider city powers. Each needs its own design and approval.
  • More skills, listed in the game as reserved for the future
  • A price or a payment model
See the whole shebang (55 things working in the build)

The world

  • 54 hand-built areas across eleven zones, Z01 to Z11, plus side places like the Clockwork Commons, a skate park, the Long Cutting freight tunnel and the Unfiled Wilds
  • Anchor stones for travelling between towns, once you're attuned
  • A 24-minute day with lamplit nights, the same clock for everyone
  • Zone music, a zone map and a minimap

Fighting and tools

  • Three stances: Civic, Kinetic and Gridcast
  • Four elements to cast: Ignis, Aqua, Volt and the Firebreak Seal
  • 25 tools, each with its own footprint, reach and rest
  • 15 jobs, from Breaking and Prying to Stamping, Warding and Composting. Use a job enough and it issues you a second tool for it.
  • Live reactions: fire spreads, water puts it out in a burst of steam, current runs along anything wet
  • Ten kinds of bully, from the Paper Gnawer to the Fen Spark Midge
  • An action ring that offers only what a tile can take, or the classic toolbar if you prefer

Drills, dungeons and bosses

  • Graded drills and trials, with a stamped grade at the end
  • Seven frontier sites to clear, from the Thermal Exchange to the White Lock
  • Three Lattice Vaults and four mino dungeons, including the seven rooms of the Measure House
  • Four bosses: the Foreman of Overwalk, the Siltbell Warden, the Cinder Warden and the Stackmaster. The Foreman adds work for every extra person in the party. Grades run up to S.

Skills and gathering

  • Seven skills that level from 1 to 99: Mining, Orbalism, Fishing, Forestry, Jurisprudence, Escorting and Haulage. Thirteen more sit reserved in the skill list.
  • Mining is a brick-breaker in a Data Miner cabinet, five seam tiers deep
  • Orbalism is pinball on root-grown tables, five of them
  • Fishing is a reel minigame at five kinds of fishing spot
  • Jurisprudence is a courtroom game: object to the lying testimony at five grades of hearing bench
  • Forestry fells trees for timber, and composting turns the stumps back into saplings
  • What's been cast on a seam or table changes the game you get, and a burning one can't be worked
  • Threefold Perfection: at levels 19, 39, 59 and 79 you need three flawless runs in a row to go deeper

Census, Standing and commendations

  • No classes. The Census reads a title off what you actually do, across twelve domains and a set of deeds, each climbing six rungs from Unlisted to Grandmaster.
  • Your Adventure or Civic lean, worked out from where you spend your time
  • 101 commendations in eight categories, in bronze, silver, gold and platinum
  • Twelve Standing ranks, from Unprocessed Applicant to Co-Signatory of the Charter
  • Ripple credit, earned when other people build on what you left behind

The Registry

  • 31 permits in ten families. Discover one, apply, bring the evidence, then collect it from a Clerk of Exceptions.
  • Regulatory attention, inspectors who turn up to watch, and suspensions for anyone who pushes it
  • Field Build Lots you can claim, name a crew for and build on for a while
  • Build Nodes: bridges and the like that everyone chips in on, with a Steward named at the end
  • The Codex of Firsts: invent a chain of reactions, prove it, and hold a patent that pays you Ripple credit. World firsts go in too.

Trade and freight

  • 22 exchanges and yards, each with its own prices and a five-minute-old bulletin of everyone else's
  • Eight kinds of processing station and 17 recipes
  • Eleven district works that switch on once they're supplied and need feeding after that
  • Contract boards that pay per delivery, plus buy and sell orders between players
  • Bonded Warehouses that keep freight where you left it
  • Caravans in three sizes, up to three on the road each, with route planning, escorts, hazards, salvage crates and bridges that wear out
  • Companies: incorporate, hire face to face or through the kiosks, and promote people up five ranks

Town life and side work

  • Quests, daily tending and public events like Filing Overflows and Mire Surges
  • Eight service offices with their own ranks, from the Notary Guild to the Bridgewrights' Lodge
  • Thirteen Worldthread storylines and seven frontier dispatches
  • Skateboarding with grinds, kickflips, a Flow Exam and ten named flow lines, plus rails and ramps you build yourself
  • Fifteen regional contraptions, each one set off by a lever or a well-placed cast
  • The Lucky Lattice lounge: practice card games and chess against the house. No money changes hands.

PvP

  • The Sawtooth Divide: pick Timber or Grove and fight over claim posts and engines
  • The Glacial Basin: the Pyre Wardens melt a frozen lake while the Cryo Keepers freeze it back, six minutes a match
  • You can watch a match and join a side from there

Accounts, help and settings

  • Shared-world characters with a name and password, a recovery code, and a button to download your data or delete your character
  • An offline backup is ready in case the game ever goes permanently offline (knock on Ironbark).
  • 17 short tutorials, each played out in the game by a demo robot called DB-1
  • A journal for quests, skills, tools, Standing and the Codex
  • A make-over screen for your character's look, and quick chat
  • Accessibility: click-to-move, smart tool selection, smart combat targeting, reduced motion, text size up to 150%, rebindable keys and a flat view, among others

What the alpha tests: whether a small group of players can find useful work, come to depend on each other and make their own stories without a developer stepping in.

Player counts: hosted multiplayer and load testing come in stages. I won't publish how many players a world holds until it has been tested.

Devlog

Filed newest first. Five entries so far.

Log entry 5Filed

Almost testing

I'm getting close to a limited closed alpha. It arrives soon (tm), which is the only schedule I'm prepared to stand behind.

Before that, there will be some smaller pre-tests. Some are stress tests, where a lot of people do things at once and I watch what breaks. Others are targeted tests of specific systems, where a few people poke one part of the game until it gives up.

I won't give a date, a month or a timeframe. A date is a promise, and I'd rather not make promises I can't keep.

Invites go out through the email list. If you haven't joined it yet, now would be a sensible time. If you have, there's nothing to do except check your inbox now and then, and your spam folder, which has opinions.

Log entry 4Filed

What's coming next

Seeing the World-Machine

None of this is playable yet. It's what I'm building next, and why.

Ruboria does most of its work out of sight. Rivers carry runoff downstream, finished works create new demand, and permits wait in a drawer for the right person. You can see almost none of it yet. The next stretch of work fixes that, so you can find an ambition, figure out the rules, try something odd and see what you changed.

There's still no overall level, no single career ladder and no right way to play. I'm keeping it that way. All of this builds on rules the game already has.

Read the whole plan (13 sections)

The Career Ledger

One screen for everything you're working toward: tools, story, permits, skills, Census tiers, service ranks, commendations and economic opportunities. Each suggested goal tells you:

  • what you could achieve
  • why it matters, meaning what it opens up afterward
  • where you stand, what's met and what's missing
  • what to do next, with a place or a person where that helps

By default it shows two nearby opportunities and one longer-term ambition. Pin what you care about, dismiss the rest, or browse other directions. Pin a permit and the Ledger shows how gathering, training and paperwork lead toward it.

It will never give you an overall level, a completion percentage or a score for playing correctly.

What your meters mean

Every important meter gets one consistent explanation, opened from the meter or the Ledger: what changes it, what it unlocks, whether it's spent, kept as a qualification or managed, and where you use it. Money, credit, experience, reputation and regulatory attention will each look distinct, and requirements will say whether you need to have something or pay it.

Consequence notices

When the world changes in a way that matters, a notice will tell you the cause, the change and what you can do about it:

Upstream clearing increased runoff in this district. The canal now needs maintenance.

Notices point to the places and services involved. You'll see them on entering an affected district, inspecting a change, or finishing work with wider effects.

Credit will be honest. Shared work credits everyone involved, and one player gets named only when the game can prove their part. Some notices will just explain a trade-off. Small changes are bundled, so alerts won't bury your screen.

District news boards and the World Timeline

Notices fade. News boards stay. Each district board lists current conditions and open problems, recently finished works, the demand they created, and public decisions with the people recognised for them.

The World Timeline keeps the big moments, like finished shared works, notable discoveries, major incidents and lasting district changes, each linked to where it happened. Casts, sales and footsteps stay off it, and so does personal information.

The Reaction Journal

Your lab notebook, filled in as you see reactions in play. Each entry holds the ingredients, elements or tags, the conditions you've confirmed, what happened, any collateral warnings, and where it's useful once you know.

Entries grow from a first sighting into a rule you understand. It only records what you've seen and won't guess at conditions you haven't tested. You can search it and pin experiments. Nothing is revealed upfront. You find out by trying.

Discoveries and the Codex of Firsts

When a journal entry might qualify for the Codex of Firsts, the journal tells you the next step: repeat the result, confirm a condition, show a use, or submit your evidence. Recognition always comes from what actually happened in the world. A claim on its own earns nothing. Your discoveries still count for you even if someone else got the world first.

Permit rumours

The full catalogue stays a mystery, but you won't guess blind. Clerks, conversations, boards and the Ledger will hint that something unusual might be legal, who handles it, what experience or evidence helps, and a concrete next step.

Hints sharpen as your interests and experience line up. Tinker with waterworks and you might hear about an unusual infrastructure permission. Once you discover a permit, its real requirements are laid out clearly.

Seeing trouble coming

Regulatory attention, Logic-Friction and an approaching forced repair will all become readable: warning levels, visible signs in the affected place, what's driving the risk, and your options to reduce, redirect or accept it. Exact numbers where planning needs them, clear stages elsewhere, warnings early enough to choose. Risk is part of the fun. You should just know you're taking it.

Helping strangers, earlier

In your first few hours you'll be able to chip in materials for someone's work, handle part of a delivery, team up when a job needs different tools, co-sign paperwork, or share credit for a joint repair.

Joining in is always optional, with clear limits and fair credit. Nobody can tie up your goods or lock you into something you didn't agree to, and everything works when the world is quiet. Cooperation should pay better. It should never be the only way forward.

Chore distinctions

Chores will notice how you solved them. A clean job with little collateral damage, smart use of resources, a different reaction that also works, a team effort, saving something the usual fix would destroy: each is its own accomplishment, with no single efficiency score on top. Spectacular and expensive can impress as much as tidy and minimal.

A normal finish still pays fairly. Distinctions add recognition and modest bonuses, with safeguards against farming. I'm starting with a handful of chores where the alternatives are actually interesting.

Your look, your desk, your legacy

Earned rewards meant to be worn will finally be wearable. You also get a small desk for permitted decorations and trophies that mean something. I'm starting small. Large housing districts aren't in this plan.

Finished bridges and works can carry plaques naming the steward and verified contributors, and qualifying world firsts get visible recognition. It's tied to your account and survives a name change. Plaques have limits and moderation, so nobody gets a billboard. Travel a while and you'll know the places, and who changed them.

Fairer qualifications, lighter dailies

Some gates use one flawless streak to prove you're both competent and elite. I'm splitting those apart. A competence route will teach you, with clear feedback on mistakes, and the flawless achievement stays as prestigious as ever. Neither money nor grinding will decide the new route.

Dailies move onto one board that says what each is for. Pick the few worth your time. You don't have to clear it, finishing it earns no bonus, and missing a day never takes away progress you've earned.

The next world decision

The Wrong-Way Waterworks showed what one shared choice can do to a place, permanently. I'm building another, with:

  • competing outcomes you can understand
  • a real window to contribute, and more than one way to help
  • clear rules for how it's decided
  • visible consequences, and recognition for contributors
  • something worthwhile for players who arrive after it's over

I'm starting with one, to see how participation, permanence and the aftermath hold up. Don't expect one every week.

When?

No dates yet. Some of this lands sooner, some later, and details may change as I build and test. I'll share more as each piece takes shape.

Thanks for your interest. Once it's in your hands, the world-machine will show you exactly what happened when you poked it.

Log entry 3Filed

Where things stand

Since I picked Ruboria back up in July, the closed build has come together around the 2.5D tile board. Fights are mino combat. You pick a tool with a fixed footprint, load Ignis, Aqua, Volt or a Firebreak Seal, and cast it at the tiles. Target the ground, not a hitbox.

The map runs from Gatehold out to the Frostvault Basin. Gathering happens through minigames, brick-breaker for mining and pinball for Orbalism. You can skate, trade with other players, run drills and trials, fight bosses, or join the Sawtooth Divide for PvP. The Registry hands out permits, on paper, to people who have earned them. If the servers ever shut down, everyone gets an offline copy of the world as it last stood online. The accessibility options are listed in the FAQ.

On the design side, October was about freight and the two jobs that move it, Escorting and Haulage, plus the Registry of Exceptions, the Codex of Firsts, and how player-run cities would work in the long run. Nobody can found a city yet.

This website is new as well. Playtest invites are still closed, and the email list hears first when that changes.

Log entry 2Filed July 2026

Back at the desk

I worked on Ruboria part-time for a few years. Somewhere in there it went from 2D to 3D, and the 3D version burned me out. In hindsight, 3D was a mistake. I stopped in February.

In July I picked it back up, went back to a 2.5D tile board, and started over on the parts that work.

Log entry 1Undated

The old days

I don't talk about the old days.

They involved a third dimension. Nobody is proud of it.

Ruboria works if players stop describing their sessions only by what the designer wrote, and start describing what other players caused.

Paying for it

How Ruboria will be paid for hasn't been decided. Some things are already ruled out.

No pay to winNothing that makes you stronger is for sale.
No loot boxesNo gambling, no battle pass, no mystery bundles.
Price to comeThe email list hears it first.