Space Junk Industries home
In development · not yet playable

Atomic Tick

A persistent role-playing game in which every eligible character receives at most one action per scheduled tick. One move crosses one square. One attack is one attack. You write a queue of what comes next, edit it freely until the tick locks, and the world explains what happened.

A world for people who would rather plan than click rapidly, where every square, every attack, every hour of training has visible cost — because a character only ever gets one action at a time.

— What this game is for

The idea

Play-by-mail, without the fortnight

Play-by-mail games had something modern games threw away: orders you had to commit to, consequences you could not undo, and a genuine wait to find out. They also had something worth throwing away — an early mistake could destroy a two-week paid turn, and you would not even know for a fortnight.

Atomic Tick keeps the first half and deletes the second. Ticks are scheduled continuously instead of posted fortnightly. Future orders can be edited until the moment they lock. Failure has explicit handling instead of silently ruining the rest of your plan. And every result comes with an explanation of why it happened.

It is not an energy bar. It is not action points you can save up and spend in one burst. Queue capacity changes how far ahead you can plan; it never changes how much you can do. A destination a hundred squares away is a hundred Move orders and a hundred action opportunities, for you and for everyone else.

Binding design laws

Seven rules the game is not allowed to break

These are written down as laws rather than preferences, which means a feature that violates one does not get built — however good the idea was.

One action means one action

Moving, attacking, casting, healing, training, equipping, unlocking, searching, collecting, giving, repairing and reviving are all separate actions. A single effect may have several tightly related consequences — a fire spell can burn as well as damage — but that is one coherent resolution, not a licence to hide unrelated activity inside one order.

One move means one square

An ordinary Move advances to one adjacent legal square. There is no compressed travel and no automated adventure. Distance is real, range matters, and getting somewhere is a decision you make repeatedly rather than a loading screen.

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 causes a queued instruction to fire early — so a bad tick costs you a tick, and never cascades into something worse.

Absence must be survivable

The game should not demand constant presence. Queues, standing behaviour, warnings, notifications, recoverable defeat, protected loot and readable reports let you participate around ordinary life — without turning your character into an unbounded bot that plays itself.

Results must be explainable

For every tick you can learn which intent was locked, which action became effective, what resolved before yours, which statistics and statuses applied, what the random result was, why the outcome happened, what changed, and what became of your queue.

Shards stay fair through isolation

Cadence, genre, economy, death rules, competition and roster can all differ between Shards. Characters, statistics, mastery, items, currency and property never transfer between independently balanced ones — so no Shard can be farmed to dominate another.

Payment never buys game power

Core access and progression stay free. Optional support, if it is ever offered, is cosmetic or voluntary recognition — never extra actions, faster ticks, better outcomes, superior land, exclusive systems or additional mechanical capacity.

The fiction

The Atomic Bang, and the Shards it left behind

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

A luminous gate structure standing in darkness, evoking the causality fracture at the heart of Atomic Tick's setting.

The Atomic Bang was a causality fracture that ended continuous universal time. What remains are Shards: stabilised fragments of possible history, in which consequential change happens only at discrete ticks.

So a Shard is not a theme or a save slot. It is one running persistent world with its own map, roster, cadence, economy, history, ruleset and content. A thirty-minute Shard and a one-hour Shard are two different stabilised temporal rhythms, not two difficulty settings. Ambient life may look continuous, but only a tick changes anything that matters.

The cause of the Bang, who or what was responsible, and which account of it is oldest are deliberately unresolved. It was a fracture in causality rather than necessarily an explosion — and cultures in different Shards understand it as magic, as science, as catastrophe, as myth, or some argument between all four.

Fantasy

Overt magic and mana, medieval and preindustrial societies, fantasy races, monsters, dungeons, kingdoms, guilds, alchemy, enchanting, craft, wilderness and estates. Firearms and spaceflight appear only in declared variants.

Science Fiction

Alien and synthetic races, advanced medicine, energy systems, robotics, fabrication, settlements, stations and planetary exploration. Cyberpunk, near-future, hard-science and space-opera exist as declared variants that select different capabilities.

Apocalypse

Ruins, salvage, scarcity, item condition, hazards, claims, dangerous travel and altered communities. Nuclear, magical, ecological, machine, alien and temporal collapses are distinct templates — the cause decides what technology, magic and creatures survived.

Convergence

One curated world that takes selected pieces of all three families and gives them a single history, geography and economy to share. It is the first concentrated design focus precisely because it forces magic, technology and survival onto common ground. Curated, never an unrestricted mixing bowl.

The Shard Atlas. Shards can share a logical map — the same coordinates, the same region topology, the same historical relationships. One location might be a castle in a Fantasy Shard, an arcology in a Science Fiction Shard, a ruined salvage site in an Apocalypse Shard, and a phase-overlap district where they meet. Same bones, different world, and a place you know in one Shard is a place you half-know in another.

Your character

You are the sum of your skills, not a number

There is no general character level. What you can do is what you have actually practised, which means two characters of the same age can be completely different people.

Attributes
Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma — the familiar six, doing familiar work.
Race and Origin
Twenty-five races at present, each with a body family that supplies base presentation, plus where you came from.
Classes and Specializations
What you trained as, supplying compatible dress, equipment, pose and frame.
Jobs and Professions
Plural on purpose. A character can hold more than one working identity at a time.
Skills, Abilities and Features
Scoped skill ranks are the only numeric proficiency model. Competence is earned in the specific thing, not in general.
Mutations and Augmentations
What the world did to you, and what you had done to yourself.
Standing in the world
Equipment, resources, reputation, legal state, quests and relationships — a character is a position in a society, not just a stat block.

Who you know, precisely

The social vocabulary is fixed so that words mean one thing. This matters more than it sounds: most games use "guild" for four different concepts.

Party
A temporary group of characters.
Clan
A persistent player-created organisation.
Alliance
A formal relationship between Clans.
Guild
An NPC institution that recruits, trains, certifies, commissions or provides services — never a player group.
Guild Hall / Clan Hall
A location operated by an NPC Guild, and property held by a player organisation.
Faction
A broader Shard-controlled organisation. Clans and Guilds hold recorded standing with one rather than belonging to it.
The loop

Preparation, anticipation, revelation, adjustment

The intended emotional rhythm, in four beats. It repeats every tick, and it is the whole game.

01 Preparation

Study, then write it down

Read the map and your reports, check range, consider what other characters and creatures might do, and write a sequence of atomic instructions. Add, remove, copy, reorder and revise as much as you like.

02 Anticipation

It is still only intent

You know exactly when the next tick lands. You do not know what every other actor decided in the meantime. That gap is the tension, and it is deliberate.

03 Revelation

The tick resolves

Initiative orders the actors, and each eligible one resolves at most a single effective action. Then the report arrives: order selection, initiative, execution, failure, rewards, damage, movement and what became of your queue.

04 Adjustment

Decide what changes

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

The player promise

What the game commits to

  • Your character acts only according to visible rules and recorded intent
  • One order never secretly performs a chain of unrelated activities
  • Moving across the Shard takes meaningful time
  • You may plan far enough ahead to sleep, work, travel, or step away
  • You can change future instructions before they lock
  • A failed instruction does not have to destroy the rest of your plan
  • Ordinary defeat matters without casually erasing years of character history
  • Supporting allies is recognised as genuine participation
  • You are not disadvantaged because another player can remain online all day
  • Different Shard speeds never import power into each other
  • The game can explain every important result
Honest status

What is built, and what is only designed

This is a game in development and it is not playable yet. The distinction between "designed" and "built" is tracked deliberately, because a roadmap that cannot be checked against reality is an advertisement.

FoundationBuilt
  • Identity, queues and tick resolution
  • Concurrent independent Shards with their own cadences
  • Authored maps, regions and creature spawning
  • Combat, Engage, attributes, equipment, Stamina and loot
  • Content the game itself is held to, rather than described and hoped for
Orders todayBuilt
  • Move — one adjacent square
  • Hold — deliberately do nothing this tick
  • Attack — one attack, plus automatic return strikes
  • Engage — commit to an encounter
  • Collect — take one eligible item or stack
  • Equip — with toggle-off
ProgressionDesigned, not built
  • Train — the progression loop is documented but cannot yet run
  • Per-character skill ranks and practice
  • Skill proficiency affecting real outcomes
  • Cast — spellcasting as a distinct action
Recovery & itemsPartly built
  • Rest and Revive — characters can be downed, but cannot yet recover
  • Drop and Use Item — the other half of the inventory loop
  • Guard — player-directed defensive intent
The browser gameActive focus
  • Sign-in, Shard and character selection
  • Map, queue and reports
  • Character, inventory and settings
  • This is the current priority and the thing that makes the rest playable
LaterDeferred
  • Crafting, gathering and production
  • Markets, property, quests and local law
  • Companions, minions and pets
  • A phone app, only once the browser game is complete

There is far more designed than there is playable — a great deal of written design and content sitting above a small set of actions that actually work.

— The project's own assessment of itself

Two games, deliberately different

How this differs from Astral Sovereignty

Scale
Astral Sovereignty gives you an empire across a galaxy. Atomic Tick gives you a person standing on one square.
Orders per tick
An empire issues many orders each tick. A character receives at most one action — and that constraint is the entire game.
What persists
An empire is a position you build. A character is someone you become, and ordinary defeat is meant to be survivable.
Conflict
Space is competitive by default. Atomic Tick's overworld is cooperative by default, with competition confined to expressly marked spaces.
What they share
Scheduled ticks, orders as editable intent, reports you can actually read, no advantage for being awake, and rules that apply identically to everyone.
Not yet playable

Shape it before it is finished

Atomic Tick is in development and there is nothing to sign up for. The Discord is where progress gets posted and where design arguments actually happen — and design arguments are much more useful now than after everything is locked.