REIGNITED01

Your walk. Your way.

A first look at Grid and Free walking: choose where your click-walk ends, read the tiles around trees and rocks, and see what comes next.

A click should make your next step easy to understand. We are developing a Walk style choice for Reignited01: keep the familiar Free movement, or choose Grid for destinations aligned to the center of a world square.

Alongside that choice, the cyan tile beneath your character and the gold outline around a selected tree or rock help explain where you are standing and what you have chosen. This is a preview of work in the development client; build checks and native gameplay validation are still in progress, and public availability will be confirmed separately.

Free: follow your click.

Free is the default walking style. On open ground, your character aims for the point you click, allowing flexible positioning between square centers. Collision and route finding still determine which positions can be reached.

Choose it when you prefer to place your character directly by eye while exploring or lining up a view. The tile outline remains useful even when you stand away from its center.

Grid: give each step a clear destination.

Grid aims for the center of the square you click. When that square is blocked, the route can select a nearby reachable square or approach the obstacle as the normal walking system allows. This is a choice of destination; it does not require every part of the route to follow right-angle turns.

For a tree or rock that you must walk toward, Grid looks for a reachable square beside the resource from which you can work. If you are already in reach, gathering can begin where you stand. That makes repeated approaches easier to read without adding an extra movement when it is unnecessary.

What do the boxes mean?

Cyan square — your true tile. This marks the one-meter world square containing the position used by the game authority. It helps you compare your position with a nearby resource; on a delayed connection, the tile can trail the visible character.

Gold outline — your selected resource. This follows the ground tiles covered by the chosen tree or rock’s collision footprint, helping you identify the intended target in a busy cluster. It is an outline on the ground, not a box around the tree canopy.

Round ring — your walk destination. The ring continues to show where the click-walk is headed. The square and the circle answer different questions: where you are, and where you are going.

The benefit: more choice, clearer feedback.

Free gives you flexible placement. Grid gives you a consistent square-centered destination. The shared markers help you recognize your selected resource and understand your position when approaching trees and rocks.

In the development implementation, open in-game Settings → Walk style and choose Free or Grid. Your preference is saved on that device. Keyboard movement stays free in either mode. The choice changes your own click-walk destinations; gathering reach, tool requirements and rewards continue to follow the same game rules.

Where development goes next.

The immediate focus is validating both styles in native gameplay: Mining and Woodcutting approaches, left-click and right-click actions, switching resources, cancelling with a step, blocked destinations, and saving the setting across launches. Those checks are the next development work, not a claim that this preview has already passed them.

Future directions include refining difficult approaches around crowded resources and doorways, making the visual markers easier to read across terrain and camera angles, and gathering player feedback on the clarity of both styles. These are development goals, with no committed release dates or additional overlay features announced here.

Follow the news for verified progress as the work continues. The illustration above explains the two styles; the cleaned development sample illustrates the tile markers with the interface removed.