How to play

It's a sandbox. There's no wrong way to live a life.

Way of the Ronin hands you a masterless sword and an open country — no quest arrow, no single path to the top. You decide what kind of life to lead and what kind of house to leave behind. This page is the short version: the loop, everything there is to do, and how to begin.

The rhythm

The core loop.

Time flows in real time, day by day, at one steady pace — a full day is about twenty-four minutes, with a day and night that turn as you play. You walk, you act, and the world (and your body) ages around you. To skip ahead, rest at an inn. That's the whole engine; the rest is what you choose to do with it.

1 · Walk the world

Move through castle-towns and hamlets, or cross Japan on the overworld. Walk up to a person or a door and press E (or tap) to act.

2 · Do the work

Train a skill, fight a duel, court a match, take paid work, gamble, pray, trade. Effortful acts spend energy, restored each season.

3 · Time passes

Days turn to seasons to years. Skills grow, wounds heal, children are born and age. Events find you on the season's turn.

4 · The house goes on

Marry, raise an heir, and when the head dies the heir takes up the name. Land, prestige, and a captured domain carry over. Play the bloodline, not one life.

Played, not rolled

Every action is a little game.

There are no hidden dice behind a menu. A duel is fought stroke by stroke; a persuasion is a real back-and-forth; even training and thieving are hands-on. Win or lose by your own timing and nerve.

The duel

Real-time high/mid/low swordplay — spar, fight to a yield, or to the death. Lose a lethal bout and your foe decides your fate: mercy or the blade.

Bamboo cutting

Fell as many stalks as you can against the clock — the sword drills of a kenjutsu school and your own training.

The parley

Read a mood, pick an approach, and win a conversation round by round — courtship, oaths, matches, and debts.

Infiltration

Steal across a guarded night courtyard — hold to move, freeze in shadow, and slip past the watch-lantern to your mark.

Tavern games

Chō-han dice, a real Gomoku board, and drinking contests — wager coin over the mat.

Discipline

The breath drill beneath a waterfall, the cutpurse's lift — timing games that temper body and nerve.

An in-game tavern interior — a keeper at the counter, an off-duty samurai, and seated guests
Played, not watched. The tavern — dice, a gomoku board, and a cup, each its own game.

Your choice

What is there to do?

Pick any thread — or all of them, across a lifetime. Nothing here is required; every path feeds the same six abilities and the standing of your house.

The blade

  • Real-time high/mid/low duels — spar, fight to a yield, or to the death
  • Grand tournaments and named rivals
  • Enter a sword school; earn its licence
  • Train kenjutsu by cutting bamboo against the clock

The house

  • Court and marry; raise children of your blood
  • Train any kin — stats climb toward a 255 lifetime peak
  • Arrange betrothals; take in an heir if you must
  • Succession: die, and the line continues

The land

  • Buy a plot from your lord; build it up, tier by tier
  • Walk your estate with your family
  • Farm your fields — sow seven crops and reap them
  • Eat your harvest for energy, health, or a lasting buff

The tavern

  • Chō-han — bet even or odd on the dealer's dice
  • Gomoku — five-in-a-row against a patron
  • Drinking contests — out-last a local for coin
  • Hired steel: take mercenary work from the board

The shadows

  • Be recruited into a shinobi network
  • Take assassination contracts by stealth or steel
  • Rise in rank; earn ninja gear
  • A quieter road to coin — and infamy

The realm

  • Swear service to a lord; rise through the ranks
  • Win favour and timed commissions at court
  • Muster levies and retainers under your banner
  • Besiege a rival seat and rule a domain of your own

A seat of your own

From a rented room to a ruling house.

The long arc of the game is turning a masterless sword into a landed house. It comes in two stages: a home of your own, and then a domain.

Buy land & build an estate

  • Earn a lord's favor, then buy a plot in his lands
  • Build it up in tiers — a cottage → a proper house → a walled estate
  • Walk your estate; your family lives there with you
  • A built home is what lets you marry and raise heirs
  • Farm the fields — grow crops, eat for energy, health, or a buff
  • It's yours to rename, sell back, or pass on — the estate inherits with the house

Own & run a faction

  • Rise to command; muster an army — retinue, retainers, and levies
  • March on a rival lord's towns and take them one by one
  • Your first captured city founds your own house-domain
  • Every town you hold pays a rice tax each season — a real income
  • Theoretically, take every city in the realm under your banner
  • A domain is dynastic — it passes whole to your heir
Two games in one. Everything above sits on top of the ordinary life of a ronin — duels, court, family. You can ignore land entirely and just live and fight, or spend generations building a house that rules provinces. The choice is always yours.

First steps

Getting started.

  1. Make your ronin — spend points across the six skills, pick a couple of traits.
  2. Walk the castle-town. Press E at a building or a person to act.
  3. Train at the dojo and earn coin — gigs, the tavern, or the road.
  4. Petition a lord at the manor. Win his favour; take service.
  5. Buy a plot, build a home, and marry — then raise the heir who carries it on.

Controls: WASD / arrows or tap to move · E to speak or use · opening any menu pauses the world · saves are automatic.

An in-game castle-town street in autumn
Where you begin. A castle-town in autumn, a sword, and an open road.

Take up the sword.

No tutorial gates, no wrong turns. It runs in your browser — begin whenever you like.

Play Now