When two options are otherwise even, these break the tie.
You can always tell what is happening and why you lost. No hidden math.
Every classic RTS system is present and each one is shallow. Breadth over depth.
Something worth doing at every moment. An idle harvester is a design bug, not a player error.
Losing your HQ is bad, not fatal. A twenty minute match should not end at minute nine.
Every enemy structure is destroyed. Not an HQ kill — a lucky early rush should not decide a twenty minute game.
Every structure you own is destroyed, or you surrender. Surrender is available at any time and concedes immediately.
Crystal is the only harvested resource. Ore outcrops are scenery — a second resource would double the harvester logic and the player's decision load for very little in return.
Infantry come from the Barracks, vehicles from the Factory. Art for all six is already in the pack — see the sprite manifest for what else is sitting in reserve.
| Name | Built at | Role | |
|---|---|---|---|
| Rifleman | Barracks | Cheap line infantry. Strong against infantry, weak against armour. | |
| Rocket Trooper | Barracks | Anti-vehicle. Slow, fragile, hits hard. | |
| Scout Buggy | Factory | Fast, wide vision, negligible damage. Exists to fight the fog. | |
| Harvester | Command Centre | Unarmed. The engine of everything else. | |
| Tank | Factory | Main battle unit and the backbone of any real push. | |
| Artillery | Factory | Outranges turrets. Helpless at close quarters. |
There is no separate research system. What you can build is decided entirely by what you have already built, which keeps the whole tech path readable from the build panel on the first screen.
| Name | Requires | Role | |
|---|---|---|---|
| Command Centre | — | Builds harvesters, accepts crystal, and is where the match starts. | |
| Solar Array | — | Generates power. | |
| Refinery | — | Forward crystal drop-off. Unlocks the Factory. | |
| Barracks | — | Infantry production. Unlocks the Turret. | |
| Vehicle Factory | Refinery | Vehicle production. | |
| Gun Turret | Barracks | Static defence. |
The sprite pack is fixed, and two of its properties reach past rendering into the design itself. Full inventory and the verification behind these is in the sprite manifest.
Units are drawn side-on, not top-down, so they cannot rotate — they only flip left or right. A player therefore cannot tell what a unit is aimed at by looking at it. Selection rings, target lines and muzzle flashes have to carry that load, and combat readability depends on them.
Structures ship in one colourway, tinted per team at render time. Tinting is weaker than the units' baked-in team colour, so structure ownership must never be the only cue — the minimap and selection state have to reinforce it.
Vision comes from units and structures. The Scout Buggy exists specifically to make fog a system you play with rather than around.
| Input | Action |
|---|---|
| Left-click | Select a unit or structure. |
| Left-drag | Box-select multiple units. |
| Right-click | Contextual: move to ground, attack an enemy, harvest a node, enter a drop-off. |
| Edge scroll / WASD | Pan the camera. |
| Build panel | Click a structure, then click to place it. Invalid placement shows red. |
| Esc | Cancel the current order or placement. |
No menu labyrinth. One screen — map, faction colour, AI difficulty, Start — and then the camera opens on a base that is already built and waiting.
The first decision is immediate and obvious. The Harvester is idle and there is crystal on screen. Right-click the field, it starts its loop, income begins. The game has taught you its core verb without a single tutorial pop-up.
Within thirty seconds you are queuing a second Harvester and placing a Solar Array. The crystal counter climbs. Everything you cannot yet afford sits greyed in the build panel — so the shape of the whole tech path is legible from the first screen, without anyone explaining it.
Within ninety seconds you want to know where the enemy is. Your two Riflemen are the only scouts you have, and sending them leaves your base undefended. That tension — economy against information against safety — is the entire game, and it should bite before minute two.
Difficulty is a set of numbers, not a smarter brain. This is deliberate: a predictable opponent is one the player can learn to beat, which is the point.
| Behaviour | Detail |
|---|---|
| Build order | A fixed sequence per difficulty, mirroring a competent human opening. |
| Attack waves | Timed. Gathers a set number of units, then attacks the nearest known player structure. |
| Defence | Rebuilds destroyed structures and garrisons turrets. |
| Difficulty knobs | Wave timing, army size, build speed, and whether it cheats on vision. |
| Honesty | Easy and Normal see through fog no more than the player does. Hard may — and the UI says so. |
Map size in tiles, and how many crystal fields.Drives match length more than any other single number.
Unit cap — a hard limit, or bounded by economy alone?Affects whether late game is a brawl or a grind.
Player faction colour.Settled: chosen at setup, from three of the four colourways. The fourth is not team-coloured, so it stays scenery.
Unit and structure numbers.A first pass now exists in src/sim/data/ — enough to make the counter cycle true. No balance pass yet.
The game has no name.This page is filed under a working title.