NullTick // the genre trilogy

Three genres. Zero networking code.

A survival MMO, a farming sim, and a turn-based tactics game — three playable slices, each assembled entirely from drag-and-drop components. No transport code, no netcode, no server loop written by hand. Built on Unity, Unreal, and Godot alike.

Read the guides How it works Shipping on all three engines

Last LightSprout ValleySpike Tactics

01 — Survival

Last Light

The action showcase: everything moving at once, and PvP that can't be cheated.

Spawn into a shared world at dusk. Gather glowing resource nodes as your hunger ticks down, craft and place a campfire, fight over what's left, and respawn. The busiest kind of game — and still, the server only pays for what's actually happening.

Everyone gathers around the campfire and stands still — and the packets-per-second falls to almost nothing. Nobody's moving, so almost nothing is being sent.
In the gameBuilt from
Player movement & facingSpike-driven movement with rotation sync
Hunger, health, staminaPer-player network variables — the server owns them
Placed campfiresSpawned network objects (persistent, player-owned)
Resource nodesServer-owned NPCs; gathering is a reliable event
Hit & gather sparksReliable events — never their own entities
PvP damage, death, respawnServer-authoritative stats — no client can cheat its own health
World chatThe reliable event channel

02 — Farming

Sprout Valley

The cozy showcase: persistent state, visiting neighbors, and an economy that costs nothing while it waits.

Tend your own farm — a room per farm, and the lobby is the neighborhood. Till plots, plant seeds, watch crops climb through their growth stages, harvest for gold, then wander over to a neighbor's farm and gift them seeds. A game that is idle almost all of the time.

Watering a huge farm, alone, for an hour. This whole farm costs the server almost nothing until someone acts — the billing story as a thing you can watch.
In the gameBuilt from
Each farmA room; the lobby is the "visit a neighbor" browser
Crop plots & growth stagesA grid of network variables on room-scoped entities
Gold & energyPer-player network variables
Decorations & a petSpawned network objects
Gifting & buyingReliable RPC — exactly-once, so a trade can't drop or double
EmotesOne-shot reliable events

03 — Turn-based

Spike Tactics

The flagship: proof that an event-driven engine is the best home for turn-based, not the exception to it.

A lobby of open tables. Sit down at one — two players, plus any number of spectators — and alternate moves on a small tactics grid. Three unit types, capture to win, scores update, rematch. Between turns, nothing moves and nothing is sent.

Open ten tables and play just one. Eleven rooms alive, one player acting — the other ten tables cost nearly nothing. That's the turn-based pitch, verbatim.
In the gameBuilt from
MovesThe reliable event channel as the turn engine — exactly-once, in-order; the board is deterministic from the move stream
Tables & matchmakingRooms and the lobby
SpectatorsJoin a room, render the moves, never send — free to scale
Scores, turn timer, whose turnNetwork variables
Board integrityEach move carries a board hash; a mismatch resyncs from history
Table chatThe reliable event channel

How they're built

The netcode is the part you never write.

Every one of these was assembled from inspector components — connection, movement, network variables, spawned objects, rooms, events. The gameplay is glue a beginner could follow; the networking underneath is a component you drop in, not code you author.

3genres — survival, farming, and turn-based, from one component set
3engines — the same demos on Unity, Unreal, and Godot
0lines of networking code written — all drag-and-drop

And in all three, the same thing shows on the stat panel: idle players and quiet matches cost almost nothing. You pay when players act, not while they wait.

Pick an engine and build your first one.