Korveth is live — an RTS whose battles you can send in a link

July 11, 2026 · the Playpit devlog

Playpit’s seventh original game is out today: Korveth. It’s a real-time-strategy skirmish over the last korvite seams on the glass steppes: your salvage guild against the Skarn overseer. Drovers haul crystal home, the Bastion trains your army, the Forgespire unlocks the heavy roster, and the war ends the classic way — one guild’s last building falls.

The roster has honest rock-paper-scissors teeth. Spikers are fast and cheap — they run down Lancers before the second volley lands. Lancers out-range everything — they melt Bulwarks before contact. Bulwarks are the shield-wall — Spiker packs break on them. Under the fog of war (yours AND the AI’s — it only reacts to what its own units can see), composition beats spam.

Fair warning about the look: like Kryve before it, Korveth ships in deliberate greybox — tinted chassis on a gridded steppe. The strategy came first; the art pass comes later.

The whole battle is a seed and a list of orders

Korveth runs on a brand-new engine — the fifth in the Playpit stable — built around one idea: a bit-exact deterministic lockstep simulation. The sim is integer-only (fixed-point positions, integer damage ticks, a seeded PRNG that lives inside the hashed state), and it advances only by consuming commands. Even your own click doesn’t move a unit directly — it’s sent through the netcode seam, echoed back, and applied on a scheduled tick, exactly the way a networked peer would apply it.

That sounds like pedantry until you see what it buys. If the whole battle is just a seed plus an ordered list of commands, then the whole battle fits in a link.

The battle report replays the exact match

When the war resolves, Korveth frames your final frame as a battle-report card — outcome, campaign stats, the fog-honest war map — and bakes in a link that carries the entire match: the seed, the deployment, and every order both guilds ever gave, packed into a few hundred characters.

A friend who opens it doesn’t get a screenshot of your claim. Korveth re-runs the simulation against the link’s tape, compares the end-state hash, and stamps the report verified — then offers to replay the battle live, full engine, full fog, full HUD, so they can watch exactly how your push broke (or didn’t). A report that doesn’t replay doesn’t verify: a single tampered order flips the hash.

An AI that plays by your rules

The Skarn overseer has no cheats and no private levers. It harvests, techs, and attacks by issuing the same commands you do, through the same lockstep queue — which is why its whole campaign is on the tape too, and why the replay needs no AI code at all. It reads the field through the same public queries the HUD uses, fog included: if none of its units can see your army, neither can it.

Pick its tempo — calm, steady, or fierce — raise your Bastion, and when you’ve razed theirs, send someone the war. Play Korveth — no downloads, no account.


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