What kind of game is Reactionary Impulse?

A realistic medieval open-world RPG in development. You follow your own adventure while contributing to a persistent world shared with other players. Combat, trade, exploration and relationships are connected to the same changing places.

Why does the world begin in 812 AD?

Early medieval Europe and the Mediterranean provide the historical frame: inherited rank, local courts, trade routes and competing institutions. The world begins in 812 and has its own continuing calendar. It is historical inspiration, with fictional characters and places.

Which peoples inhabit the world?

The Franks, the Eastern Roman Empire and the Arab world form the three cultural and political areas. A neutral zone lies between them. Each has institutions, livelihoods and internal tensions; none is written as a single moral enemy.

Will I meet real historical rulers?

No major historical figure appears in person. The rulers and other characters are fictional, informed by the period. Real events can provide background, but the player’s story takes place among invented people and places.

Are there spells or fantasy creatures?

No spells or fantasy creatures are part of the design. Inhabitants may believe in the supernatural, fear it or reject it; the game does not confirm their beliefs. The unexplained Impulse is experienced through the body, with a restrained presentation.

What can players change in the world?

Validated actions contribute to local needs and crises. Their combined outcome can affect routes, supplies, prices, rules and the presence of guards. The design connects these changes to later opportunities, so the next crisis starts from the state left by the previous one.

Can I become king or own a town?

No. Titles and places remain with the world’s characters and institutions. Players can earn influence with a court, take temporary offices and propose permitted changes through relationships and completed work. Political weight comes from actions, without acquiring a crown or a settlement.

Is the neutral zone only a starting area?

No. It is a destination in its own right, with routes, markets, disputes and local holders of authority. It has no court or Delegation score. Your standing there depends on what the person responsible for each place remembers of your actions.

Who do I play?

The planned protagonist is a man of unknown origins, beginning as an enslaved fighter in a bandit arena. The prologue introduces the Impulse and the Weavers. After this introduction, you leave their hideout without a starting faction and choose where to go.

Do I choose a character class?

There is no starting class. Character experience is organised into trade, exploration, crafting, social activity and combat. What you do develops those areas; the design allows you to specialise without requiring you to rotate between professions.

Can I contribute without fighting?

Yes, that is part of the design. Supplies, route information, mediation and work for local needs can contribute to the same crises as combat. A contribution is assessed for what it changes, so civilian work is part of the shared world’s progression.

How does character progression differ from weapon progression?

Your character develops skills, relationships and reputation through validated actions. An Entail has its own level, techniques and record of deeds. Buying or receiving an established weapon does not transfer its previous wielder’s personal experience or achievements.

Does repeating an activity stop progression?

The design reduces returns when substantially the same opportunity is repeated, while keeping specialisation possible. Completing different combat situations is not treated as repetition just because they involve combat. The exact rules and tuning remain part of testing.

What does the Impulse do?

When charged, it triggers an automatic dodge at a lethal blow. It belongs to the character, has a recharge and is introduced through play. Character growth makes the movement cleaner; it is not a spell cast by the weapon.

What happens if I am defeated?

If a lethal blow arrives while the Impulse is unavailable, the character falls rather than dying permanently. The design puts carried cargo, some consumables and part of the purse at risk, with recovery and travel costs. Weapons and earned progression are not lost.

How is travel planned?

Roads, services and the condition of routes are part of the world. Horses are planned for travel in the initial scope, and fast travel is tied to in-world services. Mounted combat belongs to a later development stage, not the initial closed test.

What is an Entail?

A weapon bound to a Weaver through a ritual. It develops through deeds in which it takes part and keeps an individual history. It has no consciousness and is not treated as a magical weapon by the game.

Does a shield count as an Entail?

Yes. Sword, shield, bow and sax are separate pieces with their own identities and histories. The initial closed-test design includes sword and shield, bow and sax, and sword and sax. A pair is a configuration of two Entail, not a third combined object.

How does a weapon develop?

The design gives each Entail levels grouped into stages, with techniques becoming available as it develops. Progress follows validated deeds and use. Your character must still learn to use the techniques available on a weapon, including one acquired from another player.

What are drift choices?

Drift changes how the weapon handles as it levels up. Choices involve trade-offs, informed by use, history and the weapon’s underlying seed. They describe its current configuration; the record of what it has done remains a separate part of its identity.

What stays with a weapon when it changes hands?

Its identity, configuration, techniques, name and recorded history remain with it. The former wielder keeps personal skill, reputation, influence and credit for their deeds. The planned transfer process must preserve that distinction.

Can a weapon’s history be rewritten by its owner?

No. Its chronicle is based on server-validated facts. Corrections are recorded as corrections instead of silently replacing the original entry. The design distinguishes the weapon’s participation, a wielder’s achievement and the results of an arena clone.

Are Entail NFTs or cryptocurrency assets?

No. The game has moved away from its old NFT direction. Entail are game objects whose identity and history are held by the game service. They do not require a crypto wallet and are not external blockchain assets.

Will I see other players in my session?

No. The design is asynchronous, even when players visit the same place. You encounter changes they helped cause, rumours of their actions and objects with previous owners. The shared experience is carried by the state and history of the world.

Can I play offline?

An internet connection is part of the intended design. Persistent objects, rewards and world changes depend on the game server, and NPC conversation depends on its dialogue service. An offline mode is not planned in the current scope.

Can talking to an NPC change the world?

Conversation can affect tone and what that character remembers of you. A concrete commitment is presented separately and must be accepted and validated by the server. Simply typing a claim does not create a reward or make the claim true.

Do NPCs know everything I have done?

No. Their knowledge is limited by their role, memory and the information that has reached them. A witness, a merchant and a distant court need not know the same facts. Rumours help carry information through the world.

Is The Shambles real-time PvP?

No. The planned arena pits you against a server-controlled snapshot of another character and their equipment. It is tested separately during internal development; its introduction for players is scheduled for a later stage after the initial closed test, with timing still to be decided.

What happens if I stop playing for a while?

The world continues, so an opportunity can pass or a temporary office can move into another person’s care. Absence does not take away your possessions or erase your history. A return summary is planned to show what changed and the outcomes of work you contributed to.

What stage is the project at?

MADHORSE STUDIO is working on the foundations and internal prototypes. The systems described here are design commitments to test, not a claim that the complete game is already playable. Scope and balancing can change as the prototypes are evaluated.

Can I download a demo or join a public beta?

There is no public demo or public beta available, and no release date has been announced. Access to future tests will be communicated when the scope and entry conditions are confirmed.

Which platforms are planned?

The current plan targets 64-bit Windows through Steam and Epic. Minimum requirements must be measured during testing. Steam Deck is a later evaluation, not confirmed support, and no console release is announced.

Which languages are being developed?

Italian and English are developed together, including dialogue, rumours and interface text. The writing aims to preserve differences in status and relationships in both languages. No additional localisation is announced.

Does the roadmap have release dates?

The public roadmap describes the order of validation: foundations, internal prototypes, technical testing, closed testing and gradual expansion. Each stage depends on evidence from the previous one. Dates and completion percentages would imply certainty we do not have yet.

Why are the game media frames empty?

MADHORSE STUDIO does not currently have public game captures to show. Those frames are reserved for authentic images and footage. The site’s animated diagrams explain design concepts; they are not gameplay.

WEAVER
A member of the congregation that cultivates the Impulse. Weavers seek autonomy in a society where birth determines rank; they are not an order of selfless heroes.
THE KEEPER
The Weaver who performs the binding ritual. A custodian of that practice, not a ruler of the congregation or an all-knowing archive of its weapons.
HIDEOUT
The Weavers’ secret meeting place in an ancient underground temple within the neutral zone.
ENTAIL
An individual weapon bound to a Weaver, with its own identity, development and history. Each piece in a pair is a separate Entail.
RITUAL
The binding performed by the Keeper that links a weapon to its wielder. A later wielder performs a new ritual without erasing the weapon’s history.
THE THREAD
The scar left by the ritual, running towards the hand and branching towards the fingers. It is a recognisable sign of the Weavers.
IMPULSE
The character’s automatic evasive response to a lethal blow when charged. It has a recharge and is separate from the weapon’s abilities.
DRIFT
A lasting change in weapon behaviour chosen during its development. Each choice has trade-offs; it is not simply a fixed bonus.
WEAPON CHRONICLE
The record of an Entail’s identity, wielders and validated deeds. Its current configuration and historical entries remain distinguishable.
FAME
What the world knows and recounts about a person. An Entail can have its own notoriety, but its owner does not acquire the previous wielder’s merit.
INFLUENCE
The weight earned with a court through effective work, measured locally. It belongs to the character and does not travel with a sold weapon.
DELEGATION
How far a castle’s court relies on those who do the work. It describes the court’s position, rather than a player’s ownership or personal standing.
LEVERAGE
The practical weight of relationships and local standing when proposing a permitted rule. In the neutral zone it rests on the local holder’s memory of your actions.
CRISIS
A longer event triggered by conditions in a place. It opens work and resolves from combined contributions, leaving a changed state behind.
OPPORTUNITY
Work that arises from the world’s current state: an event, a crisis or the need of a place.
MISSION
Work arising from a character or an authored, approved storyline, with a defined place and possible effect in the world.
OFFICE ASSIGNMENT
Work attached to a temporary office, taken by the character who holds that office.
RESULT
What you personally obtain when the server accepts the evidence of a completed job.
CONTRIBUTION
What your completed work added to a shared effort. It remains recognised even if the larger crisis ends badly.
OUTCOME
The resolution of an event or crisis, recorded in the world journal and carried through rumours when appropriate.
MOON
The planned recurring service period, including a Weavers’ assembly. Its exact alignment with the real calendar remains to be settled.
GAME YEAR
An Annata: three moons in the planned calendar, ending with the larger assembly. The world’s history continues across these periods.
THE SHAMBLES
The planned asynchronous arena in the neutral zone, within an ancient arena now used as a slaughterhouse and livestock market.
ARENA CLONE
A versioned snapshot of another character’s configuration, controlled by the server. It is an opponent for asynchronous combat, not another player acting live.