Bad Blood Html5 v1.0.0 has been published on Tronsoft Games.
BAD BLOOD - The Ashwater Reach Browser action-RPG on a pointy-top hex map with pan and zoom. HTML5 / CSS / JS, no build step, no network requests. MOVING Six ways to go and no north or south: W north-west E north-east A west D east Z south-west X south-east The arrow keys pan the view instead of walking. Drag the map or use them to look around, wheel or pinch or + and - to zoom, C or a double-click to snap back to yourself. F uses whatever is in front of you, T talks, I is the pack, Q the tasks. FIGHTING Blows are exchanged in a panel of its own, one round at a time, and the rest of the reach waits while it runs. Space starts a fight, or simply walk into something; anything that hits you drags itself into the same panel. Each round: 1 strike or close in, 2 shoot, 3 give ground, 4 hold, or spend a stimshot, bandage, phial, ration or flask. Give enough ground and you break off. Nothing else - travelling, talking, tinkering - happens mid-fight. The panel runs on the same damage model as everything else: one strike(), one fire(), one AI tick, the same cooldowns. RUNNING IT Open index.html in a browser. Nothing is fetched from the network and no server is needed. A single-file build of the same game is in build/. THE TREE index.html markup shell, six deferred modules, no inline script or style css/game.css the whole skin js/data.js tables only: terrain, items, foes, sites, speakers, tasks, endings js/ai.js opponent behaviour js/game.js rules engine: hex geometry, world generation, clock, survival, combat, tasks js/save.js one local key, tronsoft_bad_blood_save, format-versioned js/sound.js procedural WebAudio; no audio files ship js/interface.js canvas renderer, readouts, dialogue and trade, input tools/ test side, not part of the game Every module is dual-path (require or global), so
- Genre: Game
- Developer: Tronsoft Games
- Version: 1.0.0

