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Cart #uttt-6 | 2025-07-30 | Embed ▽ | License: CC4-BY-NC-SA
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Multiplayer Ultimate Tic-Tac-Toe
powered by uttt.ibll.dev!

Gameplay Preview / Screenshots

Certain elements of screenshots are dated


2-layer gameplay (played on one device)

3-layers!

4-layers of the same game (endless mode!) Technically playable but the smallest level pieces are each a single pixel. Not recommended but the world is your oyster.

You can join other people's lobbies to play online, even if your friend is playing via the website!

Caveats

Game logic relies entirely on the website, so there is no offline gameplay. However, there is still local gameplay! Additionally, sockets are not currently supported on the Picotron web player, so you'll have to load this up in the console to play.

I'm moving this to releases because everything functions as intended. I'd still like to add stuff, but I may start slowing down progress.

How to Play

This little diagram is all you really need to know. I'll elaborate below for anyone that still reads words (actual text!!!) in 2025.

Ultimate Tic-Tac-Toe has relatively simple rules that enable complex gameplay more similar to Chess than normal Tic-Tac-Toe.

The absolute MOST IMPORTANT thing to know about this game is that you choose where your opponent moves next. The green squares — indicating which squares are active, or allowed to be played in — are based on the previous move. This means that the most important part of your move might not be where your piece goes, it might be keeping your opponent away from where they want to go! This means lookahead is very important: "If I send my opponent here, they're probably gonna go there, which would set me up to..." and so on.

You can determine where your opponent will end up by thinking of each board as corresponding to the bigger board. When I play in the top left of any smaller board, my opponent will be forced to play in the top left board. This is a bit more complicated on the larger sized game boards, but the concepts are still the same.

But what happens if the board I sent my opponent to is already won, or full! You simply get to play anywhere else in the next layer up! On the 2-depth board, this means you get to play anywhere! Again, this is more complicated on larger boards, but they follow the same set of rules.

Also!!! The win condition isn't just claiming the most boards. You still have to get a three-in-a-row to win! Here, X won the game by winning a diagonal of boards in a row!

Controls

Everything should be decently self-explanatory. All functionality is exposed to the mouse and is just point and click, with the scroll wheel used for navigating screens. Those playing on controller or Picotron's keyboard-controller mappings can refer to the following (button descriptions for an Xbox controller):

  • Navigate with
    - Controller Left stick / Right stick / D-pad
    - Keyboard WASD / Arrows / HJKL (Vim-like)
    - Mouse cursor
  • Select with
    - Controller A
    - Keyboard C or Z
    - Mouse left
  • Go back or zoom out with
    - Controller B / X
    - Keyboard F / X / V
  • Backspace with
    - Controller X
    - Keyboard X / V
  • Toggle between default focus & left panel with
    - Controller Y
    - Keyboard G
  • Page up and down with
    - Controller Left bumper / Right bumper
    - Keyboard Q / E
    - Mouse wheel up / down
    - Moving up or down with default navigation, in most menus

Changelog

[0.6-beta] 2025-07-30

  • Made game ui static when scrolling through multiple games
  • Added copy url button to games
  • Added up/down buttons to settings and menu screen
  • Adjusted height of settings controls

[0.5-beta] 2025-07-26

  • Added settings page
    - Piece colour selection
    - Auto reconnect on restart
  • Added page scroll indicator
  • Added vim binds (HJKL) for navigation
  • Fixed visual problem in regular 1-layer tic-tac-toe rendering

[0.3-alpha] 2025-07-24

  • Added bumpers + Q/E to navigate screens
  • Added right stick / WASD input for all left stick inputs
  • Added timeout when holding gui button for too long
  • Added in-game controller support
    - A to zoom in or place
    - X/B to zoom out or go to menu
    - Y to focus default cell or toggle exit focus
  • Added extra join screen controller inputs
    - Y/B to focus default button or toggle exit focus
  • Added auto-focus previously focused game on restart
  • Added player peice/role indicator
  • Button to exit game focuses next in scroll direction, not just up
  • Moving down to choose a game size now favours size 2
  • Changed game timer to display in a readable format
  • Fixed timer being incorrect on rejoin
  • Fixed toast showing player turn instead of who won when reconnecting

[0.2-alpha] 2025-07-22

  • Added turn and win indicator to games
  • Added game auto-reconnect on restart
  • Added button to leave a game
  • Added move counter
  • Added partially working game timer
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