A chaotic cooperative survival game where players must organize without communication to defend a living world.
Our Kingdom is a browser-based multiplayer game (4–12 players) that blends tower defense, RPG progression, and base building into a unique social experiment:
👉 Players cannot communicate
👉 Cooperation must emerge naturally
You and a group of strangers must:
- Gather resources
- Build defenses
- Protect a central village
- Survive escalating enemy waves
All while interpreting each other’s actions in real time.
No chat. No coordination tools. Just behavior.
Can players self-organize under pressure?
- 🌐 Multiplayer (WebSocket, server authoritative)
- ⚔️ Real-time cooperative survival
- 🌲 Resource gathering with risk/reward (weight affects movement)
- 🏗️ Shared construction system
- 🏰 Multiple tower types (damage, slow, AoE)
- 👾 Enemy AI variety (Hunter, Defender, Sieger)
- 🌫️ Fog of War + large map exploration
- 📈 XP progression based on contribution
- 🔁 Session loop (join → survive → win/lose → reset)
| Action | Input |
|---|---|
| Move | WASD |
| Attack | Mouse / Key |
| Collect | Key / Proximity |
| Build | Key + Position |
The project currently uses pixel art assets from:
👉 https://danieldiggle.itch.io/sunnyside
- Clean, readable top-down style
- Used for rapid iteration and gameplay clarity
Art assets are NOT covered by the MIT license of this repository.
- Each asset pack may have its own license
- You must follow the terms defined by the original artist
- Always check the asset page for usage rights before redistribution or commercial use
- Go (1.24)
- WebSocket (JSON protocol)
- Server authoritative architecture
- Phaser 4
[ Client (Phaser) ]
↓
WebSocket (JSON)
↓
[ Go Server ]
- Server controls all game logic
- Client handles rendering + input only
- Protocol defined in
PROTOCOL.md
cd server
go run cmd/server/main.gocd game
npm install
npm run dev.
├── docs/
├── game/ # Phaser client
└── server/ # Go backend
└── internal/
- Emergent Cooperation
- Controlled Chaos
- Meaningful Decisions
- ✅ Core loop implemented
- ✅ Multiplayer sessions
- ✅ Combat + waves
- ✅ Building system
- 🚧 Expanding systems (AI, map, animation, feedback)
- KISS
- YAGNI
- Server-first logic
- Gameplay > Features
- Feeling > Perfection
- Enemy variety expansion
- Advanced tower behaviors
- Map system (tile-based)
- Combat feedback polish
This project is licensed under the MIT License.
Art, audio, and other assets may be licensed separately by their respective creators.
👉 Always verify asset licenses individually before use.