FLYSTORM
Checking the wind
← All projects
IN PROGRESS

Strategy Games

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.

STATUS
In progress
TYPE
Turn-based strategy
PLATFORM
PC
WHO IT'S FOR
Strategy genre players
TIMELINE
Started 7 months ago
TEAM
3 engineers, 1 designer

Overview

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.

The Problem

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.

How We Solved It

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.

Key Decisions

The Result

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.

Screenshots

What it looks like

A look at the product. Drag, swipe or use the arrows to browse.

Strategy map
CURRENT BUILD Turn 42 END TURN RESOURCES Gold 1,240 Wood 380
The map view mid-game — resource tiles, unit positions and the tech tree panel.
01 / 01
What we built

Modules & features

The pieces that make up this project, shipped and in production.

Core economy & resource model
Tech tree
Single-player AI opponent (economy-aware)
Built with
Unreal EngineC++Blueprint
THE DESIGN DECISION

Turns resolve simultaneously, so nobody sits waiting while an opponent plays.

Players see the outcome of every move that touches their own units straight away, and everything else once both turns lock in — enough information for real strategy, without giving the game away.

Discussion 0

No account needed. Be kind, be honest.
No comments yet. Be the first to weigh in.
NEXT PROJECT
Multiplayer Gaming
OR GET IN TOUCH
Start a project