About

One idea, taken seriously

What would a strategy game feel like if you were actually there, standing in the snow, and could only command the people who could hear you?

The idea

In most strategy games you float above the world. You see every unit, and every unit obeys the instant you click. It is fun, but it has nothing to do with leading people.

Chief's Fire removes that. You are one person on the map. Your voice carries a short way. Past that, an order is something a runner carries on foot, and a runner can be slow, late or dead. What you know about your rivals is whatever your last scout told you, and that was a while ago.

Everything else in the game grows from that one rule: drum towers to carry orders faster, decoy camps to fool scouts, a horn for the three moments when you truly need everyone at once.

A tribe, not an army

A match covers ten generations. The villager you raised in the first minutes becomes an elder, teaches what the tribe knows, and dies. Skills live in people, so a raid on your elders can cost you more than a lost battle. Your chief grows old too, and an heir takes over.

Around all of it the ice keeps closing. Staying where you started is never an option for long.

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Fair rivals

The tribes you play against are led by the computer, and they follow the same rules you do. Their orders go by runner and drum. They only know what their scouts have reported, and they fall for decoys. Easy, normal and hard change how well they gather, not what they can see.

How it is made

The game is built for the browser. The world runs as a fixed-step simulation, twenty steps a second, kept separate from the drawing, which is why you can pause it, run it at eight times speed, or leave and come back to exactly where you were. The art is drawn in code, and the music and sound effects are made in the browser as you play.

It is still growing. New buildings, beasts, events and skills have been added as people play it and say what is missing.

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