A 3D real-time browser 4X strategy game played on a persistent archipelago. You found cities, grow an economy, raise armies, sign treaties, and try to push your alliance toward one of five victory conditions before someone else does.
The world keeps ticking when you're offline. Storms continue, caravans get raided, NPC bandits expand, and your enemies act even when you log out. Coming back to a half-flooded farm is part of the game. This is sometimes called lazy advance — the simulation runs forward in compressed bursts when nobody is looking, then snaps to live tick when you join.
Climate is a first-class system. Weather isn't flavor — it changes movement speed, crop yield, building output, troop morale, and divine favor. Every culture has signature climate flags: Fjordborn halve cold penalties; River Crown gets a flood-farm boost; Sun Dune resists desert attrition.
Culture is mechanics, not skin. Picking a culture changes which buildings you can construct, which gods you can worship, which trade goods you produce natively, and how your army resolves combat. A Fjordborn raider and a Jade Lotus scholar play very differently — same systems, different physics.
Server authority. Battles, economies, weather, and movement resolve on the server. Your client renders snapshots. This means no client-side cheating, but also that the world state is consistent for everyone.
A typical session might look like:
You can play 5 minutes a day or 5 hours — the game is designed for both rhythms.
Your alliance wins when one of:
Each has a hold timer and a counterplay window. Winning is sustained, not a single moment.
Sources: README.md, cultures.md, phases.md.