Why every match can feel different.
How simple rules, city start slots, Classic, Kingdom, Conquest and online opponents can make each Vorgar match ask a new question.
Read post
Field Notes
Short posts from the workshop: what changed, what worked, what broke and why the project keeps moving.
How simple rules, city start slots, Classic, Kingdom, Conquest and online opponents can make each Vorgar match ask a new question.
Read post
Why Vorgar's first big design cut removed extra units and levels so the map, cities, economy and AI could stay readable.
Read post
A personal note about late evenings, family chaos, AI tools and the small windows of time that keep Vorgar moving.
Read post
How long AI-assisted planning conversations helped turn a rough strategy idea into Vorgar's first clear rules, goal and playable loop.
Read post
A loose first post about wanting to make a small game for my daughter, finding a way forward with AI-assisted planning, and discovering the first shape of Vorgames.
Read post