We're building Movetio, a free text-based mafia game that runs in the browser (Next.js), currently in open test. This week's update made one design change we'd been putting off: levels are gone, ranks are in.
Why ranks instead of levels
A level number says little in a crime setting. A rank (Street Rat, ... , Don) tells other players who you are at a glance. So we turned every level-up into a promotion: each rank has its own icon, a title and a reward, and the reputation bar shows how close you are to the next one. Higher ranks unlock exclusive gear, which gives long-term goals without raw stat inflation.
Ranks also made PvP fairer: targets with too big a rank gap are now greyed out, and the UI tells you why.
Families as first-class pages
Families (player crews) now have their own page with a description and logo, a searchable/sortable overview, and join requests that can carry a message. The boss can appoint an underboss to share the workload (requests, invites, heists), so succession is clear when a boss leaves.
Cosmetics without pay-to-win
We added a Style shop (titles, badges, flair, name colours) with a preview. It's strictly cosmetic: no in-game advantage.
Smaller things that mattered
- A tidier navigation grouped into Progress, Empire, PvP, City and Social.
- The game day now resets at midnight Dutch time for everyone (daily bonus and missions).
- Parsing amounts like
1.000correctly (a classic locale gotcha). - Three new languages: Spanish, Polish and German, next to English, Dutch and Brazilian Portuguese.
Full player-facing patch notes: https://movetio.com/devblog/movetio-update-003?lang=en
We'd love feedback on the rank system, especially from anyone who has designed progression for multiplayer browser games. Discord: https://discord.gg/2V7jFg7ks2
Top comments (0)