
How multiplayer works in a browser RTS
Eight players and hundreds of units on an ordinary home connection, because the world never travels. Only what you clicked crosses the wire.
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Damage types, hero economies, campaign structure and the rules that make the factions play differently.
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Eight players and hundreds of units on an ordinary home connection, because the world never travels. Only what you clicked crosses the wire.

Nine factions, each one changing a rule of the map rather than a column of stats: creeping corruption, hidden tunnels, crystal power fields and six more.

Seven personalities, difficulty expressed as behaviour rather than as free resources, and an opponent that reacts to what its scouts have actually seen.

One hero, no base, no economy, and a door you cannot see past. Four things a strategy game quietly assumes had to be taken apart to make that work.

Twelve damage types against eight armours is ninety six numbers, and no player reads ninety six numbers mid-fight. Half of them do nothing, on purpose.

One rule shaped every hero in the game: the player should always have a useful button to press. Four-ability kits failed it, so every kit went to six.

A Kobold Digger drops a healing potion 6.4% of the time. Every drop chance in the game is a real number you can look up, not a designer's feeling.

The original design document describes a two-race game with two columns of stats. It shipped with nine factions, naval warfare and a review of its own weaknesses.

A language model gives orders every 12.5 seconds while an autopilot handles the second-by-second work. Where the boundary sits, and what it costs to run.