Start
The basics
Everything happens on a beat of 0.6 seconds. You click to walk and click to work; the game does the rest one tick at a time.
The tick
Pendekar runs on a fixed beat of 600 ms, called a tick, like the old games it borrows from. Moving, working, fighting and healing all happen on ticks, so a thing that takes 4 ticks always takes 2.4 s.
| What | Ticks | Time |
|---|---|---|
| Walk one tile | 1 | 0.6 s |
| Run two tiles | 1 | 0.6 s |
| Swing, strike or shoot | 4 | 2.4 s |
| Cut a tree, harvest a palm | 4 | 2.4 s |
| Cook one thing | 3 | 1.8 s |
| Get back one hit point | 10 | 6 s |
| Lie knocked out | 3 | 1.8 s |
| Autosave | 10 | 6 s |
Moving and working
Click the ground to walk there. Click a thing (a tree, a fishing spot, a person, a crab) to walk up to it and start: the game finds the path, stops beside it and works until you click something else, your pack fills, or the thing runs out. Right-click (or long-press) for the other choices, like Examine and Talk-to.
Paths go around water, trees, buildings and people. Diagonal steps cannot cut a corner past something solid.
The label under the pointer names what you would do. For a creature it also gives its level, coloured against your combat level (the average of Attack, Strength and Defence): green if it is more than 2 below you, red if more than 2 above, yellow in between.
| Key | Does |
|---|---|
| 1–6 | Bag, Skills, Quests, Crafting, Equipment, Music. Press again to close the panel. |
| R | Run on or off |
| B | All sound on or off |
| M | Open or close Map |
| Space | Next line of a conversation |
| Esc | Close the current menu or panel |
| ←→↑↓ | Turn and tilt the camera |
Running and energy
Press R or tap the run orb to run: two tiles a tick instead of one. Running uses energy; anything else brings it back.
At zero you stop running and the game tells you you are out of breath.
Health
Your hit points are 9 + your Body level, so 10 to start. You get one back every 10 ticks (6 s) on your own. Eat food from your Pack to heal faster; you can't eat at full health, and eating holds back your next blow by a tick or two.
Getting knocked out
At zero hit points you fall where you stand and lie still for 3 ticks. Then you wake at the zone's landing spot with full health and everything you had: nothing is lost. Any creature that was chasing you gives up.
You black out. You wake on the beach, battered but whole.On Perhentian Island
Your pack
The pack holds 20 things, one to a slot. Nothing stacks, so twenty fish fill it. Money and arrows don't take slots: ringgit are counted in your purse and arrows in your quiver. When the pack is full, gathering stops with a message.
Click food to eat it and gear to wear it. In a shop, click to sell; shift-click to sell every one of that kind.
Your ID book and storage
Visit Pegawai Idris at Balai Polis Besut to receive your free Buku Pengenalan. Open your character profile to read its skill levels, journey stamps and storage membership. Shops, travel and existing quests remain open before registration.
Your book unlocks 40 personal storage slots, shared between the Rumah Simpanan in Kuala Besut, Hulu Besut, Setiu and Kuala Terengganu. Visit a counter outside combat to deposit or withdraw one item, a chosen quantity, or all that fit. Each item takes one slot. A full destination leaves the rest where it was. Unequip gear first; wardrobe clothing stays in your wardrobe.
Collect each town’s stamp at its police station. Your public passport shows your identity, skill levels and stamps. Time played is hidden by default; choose whether to publish it in your profile. Published time shows whole active minutes and the date tracking began.
Saving
The game saves itself to this browser every 10 ticks and after every conversation and trade. The save stays in this browser on this device; another browser starts fresh. New game in the menu wipes it, after asking twice.
Day and night
Since v0.58 the coast has its own day, 46 minutes long and the same for everyone playing: 30 minutes of day (siang), 3 of dusk (senja), 10 of night (malam) and 3 of dawn (fajar). It is worked out from the clock, so every player sees the same dusk at the same moment; if your device's clock is more than five seconds out, the server's time is used instead. The day is 46 minutes rather than 45 so that it drifts against the real day by about a quarter of an hour each day: whatever hour you usually play, you will see night sometimes.
At dusk the sky goes gold, then deep blue. The street lamps of Kuala Besut, the shophouse lanterns, Mak Bedah's pelita in the wakaf and every fire glow in the dark, and the fires burn brighter. The birds fall quiet, the cicadas give way to crickets, an owl (burung hantu) calls now and then, and the forest roads have a song of their own, Malam. The sun or the moon on the compass says how long until the next dusk, night, dawn or day; the chat notes dusk and dawn as they come.
Nothing is ever closed at night. The one difference in play: squid come to a jig more readily after dark (a tenth more often, up to 97%). If night is too dark on your screen, choose Nights: Bright in the menu; the panels never darken.