RingfallFallen Frontier
Dispatches · Development · 2026-11-03

The same battle on every PC

Only the orders travel. Every machine fights the whole war.

This one is for the curious, and for the people who will one day ask why there is no multiplayer at launch when the game was built for it. The short version: Ringfall runs in lockstep. In a match, no positions, no health, no state ever travels over the network. Only the orders do. Every PC runs the whole battle itself, from the same start, with the same orders in the same sequence, and if everything is done right, every one of them arrives at exactly the same result.

PC APC BPC C THE WHOLE BATTLETHE WHOLE BATTLETHE WHOLE BATTLE TICK 4 812TICK 4 812TICK 4 812 HASH 7F3A·C1HASH 7F3A·C1HASH 7F3A·C1 ORDERSORDERS NO POSITIONS, NO HEALTH, NO STATE EVER CROSSES THE WIRE Lockstep: three machines, one list of orders, one fingerprint per tick.

No floating point, anywhere

“Done right” is the hard part. Different CPUs, compilers and operating systems can disagree about the last digit of a floating-point multiplication, and in a lockstep game the last digit is enough: one unit stops a hair earlier on one machine, misses a shot it hit on another, and from that tick on the two PCs are fighting different wars. So the simulation has no floating point in it at all. Positions, speeds, damage, everything is whole numbers with a fixed decimal point, and whole numbers come out the same everywhere. It is a constraint I feel on every day I write simulation code, and I would not give it up.

Replays for free

The best thing about it costs nothing. If a match is just a starting state and a list of orders, then a replay is the same list played again, and it comes out identical to the last tick. Every match can be re-watched exactly. Every bug report is a replay, which is the single most useful thing a developer working alone can ask for: I do not need a description of what went wrong, I can watch it.

Hunting desyncs

Still, things slip through, and when they do, two machines quietly drift apart. So every tick the simulation hashes its state, a short fingerprint of the whole battle. Compare fingerprints and the first tick they differ is the tick where the bug lives. It turns the worst kind of bug, the one that shows up ten minutes later somewhere else, into one with an address.

Why it matters now

There is no multiplayer at launch, and I have been plain about that on the game page. But this foundation is in, and it is the kind you cannot add later. If the game finds its players, the first online mode would be co-op against the AI, and every match you play alone is already being played the way that mode will need.

All dispatches Next · The AI levels, side by side