Modes & multiplayer
Single player instantly in the browser, campaigns with friends, quick matches – every mode runs on the same simulation.
Instantly in the browser, no account.
The simulation runs right in your browser. Single player needs neither an account nor a server – an account only becomes necessary for cloud saves and multiplayer.
- No download. The simulation runs as WebAssembly in the browser.
- Pause any time. Five speeds; with pauses, crises and wars 75 years take 15–35 hours of play.
- Local saves. Save in the browser and as a file.
One core, five ways in.
| Mode | For whom | Status |
|---|---|---|
| Single-player campaign | My campaign, at my pace | playable |
| Quick match / ranked | 30–90 minutes, smaller map, queue | in development |
| Find campaigns | Long campaigns with strangers and fixed sessions | in development |
| With friends | Party, invite link, your own rules | in development |
| Drop in | Take over an AI nation in a running campaign | in development |
Per Spec 70 §1a. Multiplayer is tried out in playtests before it launches publicly.
Share a link, start playing.
Campaigns live on the server and continue on agreed evenings. Whoever wants to join comes into the lobby via invite link or code.
- Sessions instead of always-on. Schedule polls in the lobby, save and continue over several evenings.
- AI stand-in. If someone is missing, the AI carries on their nation cautiously – no declarations of war, no megaprojects.
- Shared pace. Speed and pauses follow rules set by the host.
Progress is never decisive.
Ranked
Short matches with seasons and leaderboards; progress is cosmetic. Initially one “Standard” queue.
Server-authoritative
In multiplayer the server runs the same deterministic simulation and checks every command.
One account
Account, friends and campaigns apply in the browser – and later on Steam too.