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.
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.
| In the game | Built from |
|---|---|
| Player movement & facing | Spike-driven movement with rotation sync |
| Hunger, health, stamina | Per-player network variables — the server owns them |
| Placed campfires | Spawned network objects (persistent, player-owned) |
| Resource nodes | Server-owned NPCs; gathering is a reliable event |
| Hit & gather sparks | Reliable events — never their own entities |
| PvP damage, death, respawn | Server-authoritative stats — no client can cheat its own health |
| World chat | The 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.
| In the game | Built from |
|---|---|
| Each farm | A room; the lobby is the "visit a neighbor" browser |
| Crop plots & growth stages | A grid of network variables on room-scoped entities |
| Gold & energy | Per-player network variables |
| Decorations & a pet | Spawned network objects |
| Gifting & buying | Reliable RPC — exactly-once, so a trade can't drop or double |
| Emotes | One-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.
| In the game | Built from |
|---|---|
| Moves | The reliable event channel as the turn engine — exactly-once, in-order; the board is deterministic from the move stream |
| Tables & matchmaking | Rooms and the lobby |
| Spectators | Join a room, render the moves, never send — free to scale |
| Scores, turn timer, whose turn | Network variables |
| Board integrity | Each move carries a board hash; a mismatch resyncs from history |
| Table chat | The 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.
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.