A real-time strategy game built as a spiritual successor to StarCraft 2. The world needs a new Space Chess.
Built by one product owner and an AI staff. The entire development journey is documented in public: every decision, milestone, and misstep.
- Dev journal: mattbreckenridge.com, visual episodes, one per milestone
- Decisions: decisions/, why the architecture is what it is
- Roadmap: plan/roadmap.md, where this is going and how it is tracked
| Layer | Location | What it is |
|---|---|---|
| Simulation | sim/ |
Pure C# library. Deterministic lockstep, fixed-point math, ECS-style data layout. Zero Unity dependencies. Runs headless. |
| Presentation | game/ |
Unity 6 project. Consumes sim state and renders it. Never mutates the sim. |
Multiplayer model: only player commands are transmitted. Every client computes an identical simulation. Replays are command logs. This is the SC2 lineage and it is non-negotiable, which is why determinism is milestone zero.
M0 (Foundations) complete: determinism proven. The same command script produces 601/601 identical per-tick state hashes across machines, OSes, and .NET runtimes, verified in CI on every push. Proof: artifacts/m0/.
M1 (First Marine) in flight: one unit, moving where the mouse clicks — sim state driving Unity rendering across a one-way boundary.