A 1920s Prohibition-era multiplayer browser game where players build criminal empires through strategic crime, crew cooperation, and territorial control.
Time Period: 1920s-1933 (Prohibition Era) Genre: Multiplayer Crime/Strategy/RPG Platform: Browser-based (with future mobile expansion) Core Theme: Building criminal empire through solo and organized crime activities
Current Phase: Documentation & Planning Development Stage: Pre-Alpha Target MVP Launch: 6 months from development start
- Complete Game Design Document - Comprehensive feature analysis
- Technical Architecture - Backend systems and infrastructure
- MVP Roadmap - Phased development plan
- Database Schema - Data model design
- Monetization Strategy - Fair, non-P2W revenue model
- API Documentation - RESTful API endpoints
- User registration and authentication
- Character profiles with statistics tracking
- Rank-based progression system
- Player messaging and communication
- Solo Crimes: Grand Theft Auto, Bootlegging, Rackets
- Multiplayer Crimes: Cooperative criminal activities
- Organized Crimes: Crew-based operations (24-hour cycle)
- Crew (gang) creation and management
- Crew-based organized crime activities
- Forums and community features
- Player-to-player interactions
- NPC marketplace for baseline economy
- Currency earned through criminal activities
- Basic property rental system
- Equipment purchases (weapons, vehicles, armor)
- Tiered weapon system (Common → Legendary)
- Period-authentic weaponry (Thompson SMG, BAR, etc.)
- Armor and protection mechanics
- Vehicle collection and progression
steed/
├── docs/ # Comprehensive documentation
├── backend/ # Python/Django backend
│ ├── api/ # RESTful API
│ ├── core/ # Core game logic
│ ├── models/ # Database models
│ └── utils/ # Utility functions
├── frontend/ # Browser-based UI
│ ├── static/ # CSS, JS, images
│ └── templates/ # HTML templates
├── database/ # Schema and migrations
├── tests/ # Test suites
└── scripts/ # Deployment and utility scripts
- User authentication and profiles
- Basic crime mechanics (3 types)
- Simplified economy (NPC market)
- Initial ranking system (5 ranks)
- Messaging system
- Crew creation and management
- Multiplayer crimes
- Forums and chat
- Basic PvP mechanics
- Property rental
- Property ownership
- Territory control system
- Crew vs. Crew combat
- Casino properties
- Mobile applications
- Advanced features
- International territories
- Competitive tournaments
Core Principle: NEVER SELL POWER
- Cosmetics: Avatar skins, vehicle paint jobs, crew emblems
- Convenience: Extra storage slots, faster travel
- Social Features: Custom chat colors, profile customization
- Battle Pass: Seasonal progression with free/premium tracks
Direct combat advantagesHigher crime payoutsExclusive powerful items
- 7-Day Safe Harbor: New players cannot be attacked
- Level-Based Matchmaking: ±10 level attack range
- Tutorial System: Graduated introduction to mechanics
- Crew Protection: Social consequences for griefing
- Server-side validation
- Rate limiting and anomaly detection
- Player reporting tools
- Clear consequences and enforcement
Backend:
- Python 3.11+ with Django 4.2+
- PostgreSQL (primary database)
- Redis (caching layer)
- Celery (task queue)
Frontend:
- HTML5, CSS3, JavaScript (ES6+)
- Bootstrap 5 (responsive design)
- WebSockets (real-time features)
Infrastructure:
- Docker containerization
- Nginx reverse proxy
- Cloud hosting (AWS/GCP ready)
- Cloudflare CDN
Acquisition:
- Target: 5,000 registered users
- Cost Per Acquisition: <$5
- Organic vs. Paid: 60/40 split
Engagement:
- Daily Active Users: 1,000
- Session Length: 20+ minutes average
- DAU/MAU Ratio: 33%
Retention:
- Day 1: 50%
- Day 7: 30%
- Day 30: 15%
Monetization:
- Conversion Rate: 3-5%
- ARPU: $2
- LTV: $15-20
This is currently a private development project. Contribution guidelines will be published upon public release.
Copyright © 2025 The Sacred Empire Team. All rights reserved.
- Depth Over Breadth: 10 features done excellently > 100 done adequately
- Respect Player Time: Games should fit life, not vice versa
- Fair Monetization: Never sell power, build trust through cosmetics
- Protect New Players: Bottom of the funnel is the growth engine
- Community First: Browser games succeed through community, not features
- Development Team: [To be added]
- Bug Reports: GitHub Issues
- Community Discord: [To be added]
Built with passion for the Prohibition era and strategic multiplayer gaming.