A turn-based strategy game with real economic depth — every unit, building and research choice has an opportunity cost that shows up ten turns later.
A turn-based strategy game where the economy is the real game — every unit built, building placed, or technology researched is a choice not to build, place or research something else.
Most turn-based strategy games converge on one dominant opening strategy once players learn the economy, because the trade-offs aren't real — there's usually a clearly-best build order. The brief was a resource model where early choices visibly narrow or open later options, with no single dominant path.
We built a resource model with genuine trade-offs and a tech tree where early research decisions have consequences ten turns later, not just immediately. The harder problem has been the AI opponent: an AI that only optimises combat is straightforward, one that convincingly trades off economy against military is not, and that's where most of the current build effort is going.
The economic core and single-player AI are playable today, with real trade-offs that don't collapse into one best strategy. Multiplayer turn handling and the campaign are the current build, so a full head-to-head experience is next rather than shipped.
The most recent balance pass moved playtesters away from a single dominant opening — win rates across the three viable early strategies are now within a few points of each other.
Unfinished and posted anyway. Drag, swipe, or use the arrows — these change often.
The pieces that make up this project, shipped and in production.
Simultaneous turn resolution fixes the waiting problem, but it opens a new one: how much should a player be able to see about what their opponent is doing before both turns lock in? Too little and it feels random; too much and it stops being strategy.
We're testing a partial-visibility model right now — you see the outcome of moves that touch your own units, nothing else, until both turns resolve.