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Project 01 · Game development · Alpha 127

Epoch Ascendant Civilizations

A turn-based 4X strategy game played on a hexagonal globe. You lead one of fifty civilizations from a Paleolithic camp on a riverbank to the Information Age — ten distinct ages, cities that grow into real quarters, and every model authored in-house.

Ages
10Paleolithic to Information
Civilizations
50each with its own culture
Hexes
40,962on a Large world
Technologies
181across two tracks
Build
0.3.4alpha.127 “War and Weather”
The game

Grand strategy built to be played for years

The 4X audience is large and loyal, but it is served by a handful of long-running franchises. Epoch Ascendant is built for players who want systems deep enough to reward a second and a tenth campaign, presented with art authored here rather than assembled from a marketplace.

Everything runs on its own foundations: a custom renderer for the hex globe, a deterministic turn simulation, and a full Blender pipeline for every unit, building and animal in the game. It is the slower road — and the one that leaves the result entirely my own.

The current build, played at normal speed.
Tests
2,432across 327 files
Source
99klines of TypeScript, 338 files
In motion

Three cuts of actual play

Screenshots show the world standing still. These are turns as they really run — recorded from the current build, nothing staged, nothing sped up. Each clip downloads only when you press play.

Watch a game begin · 0:40
First turnPick one of fifty civilizations, walk the settler to a river hex, found Kraków, choose what it builds and what the age researches — then end the turn.
Watch a column move · 0:18
Night marchGround level, after dark: a band crosses hex by hex, movement points counting down over its head.
Over the globe · 0:35
Over the globeThe camera moving over the sphere: borders, rivers and terrain, seen the way a campaign is actually played.
New in this build

A city is no longer an icon — it is a place

Settlements are laid out on the ground they occupy. A river is not painted under the houses: the channel is cut through the plan, the streets stop at the bank, and bridges carry the town across. Walls arrive with the palisade and the roads re-route to the gate the moment they go up.

A walled city beside a river, with a warrior band on the ridge above
01Walls, gate, and the country the town has to hold
A Bronze Age city with the river cut through its plan and two bridges
02First Settlement — a Bronze city of 8,000
A river town seen from above, quarters spread across both banks
03Quarters spreading across both banks

Districts, not a build list

Every building belongs to a district type and is raised into a matching quarter — up to four slots each. A quarter filled 4/4 works as a planned whole: +15 % output and stability for the city.

Chains with teeth

A bronze foundry needs its charcoal kiln, a university its academy, a power grid its coal plant — nineteen dependency chains. Build in the wrong quarter and the building runs at 75 %.

Buildings age

A structure more than one age behind your civilization goes outdated and breaks its district’s bonus until it is renovated — for a fifth of its build cost, in your own culture’s style.

Roads follow the walls

An unwalled camp takes its roads straight in. Raise the palisade and the gate ring appears, with every road re-routed to meet it — on the same turn.

The arc

Ten ages, one continuous history

Each age brings its own technologies, units, buildings and city silhouette. A campaign crosses all ten, and the game announces every crossing as a moment rather than a number ticking over.

I

Paleolithic

Fire, foraging, the first camp

II

Neolithic

Farming and settlement

III

Bronze Age

Metal, writing, first states

IV

Iron & Classical

Empires and roads

V

Medieval

Cathedrals and castles

VI

Early Modern

Sail, powder, discovery

VII

Industrial

Steam and the factory

VIII

Electrical

Mass society and the grid

IX

Modern

The atomic century

X

Information

Networks and orbit

What sets it apart

Four decisions the whole game is built around

Each of these already runs in the current build — design commitments paid for in engineering, not features on a wish list.

01

A globe, not a board

Up to 40,962 hexes wrap a real sphere. Rivers run tangent-continuous from highland to sea, mountain chains connect along golden-ratio spines, and coastlines hold together — each world reads as a continent rather than noise.

02

Progress you can see

Cities grow from a camp through walled quarters to glass-tower skylines; a settler’s walking staff becomes a theodolite, then a satellite receiver. When a building falls an age behind, you can see it on the parcel before the report tells you.

03

Diplomacy that remembers

Peace is the default and war is declared for a reason — and the desk shows the reason coming: rivalry, grievance, opportunity. Truces expire, weariness accumulates, and a tired AI both offers peace and accepts it.

04

Every asset authored here

Units are built in my own Blender pipeline: anatomical base mesh, clothing measured off the body, PBR textures baked at 2K, a 26-bone rig, seven animation clips and four levels of detail. Thirty-two humanoid rigs, re-equipped era by era. No marketplace assets anywhere.

From the build

Captured in the current version

Click any frame to open it full size.

Hex territory curving over the planet horizon, with a unit formation
01The map is a globe — territory curving into orbit
A river running past claimed borders and dense forest around a young city
02A river through the plan, claimed borders either side
Close-up of a ten-man warrior band, each figure individually modelled and rigged
03Ten warriors, modelled and rigged one by one
A camp at night, borders and a river under a starfield
04Night falls over the first settlement
Under the hood

Engineering, for the technical reader

A purpose-built engine for large deterministic simulations — not a general-purpose game engine bent into the shape of a strategy game.

A

Scale without collapse

A 40,962-cell planet is generated in under three seconds and stays inside its memory budget by deferring climate overlays while keeping the geography players actually see. Turn time on a twelve-civilization world came down from 269 ms to 70 ms in one optimization pass.

B

Deterministic by design

Combat resolves deterministically, so hovering an enemy shows the exact outcome before you commit — damage dealt, counterattack, kills. The same property makes campaigns reproducible and bugs findable.

C

Measured, then fixed

A 900-turn diagnostic probe found the AI world had gone permanently peaceful — four separate gates each hiding the next. After the rewrite: 21 wars in 900 turns, each ending in a negotiated peace after about forty, and no city changing hands by accident.

D

Verified continuously

2,432 automated tests across 327 files cover diplomacy, combat, economy, city growth and rendering. A scripted long-run AI campaign runs as a balance gate and must finish with every civilization still alive.

Eight world wonders, one owner each — ever

The first civilization to finish a wonder claims it for the whole game; every rival’s construction dissolves with half the work refunded.

Great PyramidsHanging GardensGreat LibraryColossusGreat WallGrand CathedralWorld’s FairOrbital Habitat
Track record

What has shipped so far

Development runs in numbered releases. Each one ends in a playable, tested build — these are the four most recent.

alpha.124

Districts and Skies

Buildings move into district quarters with slots, levels and nineteen dependency chains — and aircraft get decks, carriers and interception.

alpha.125

Units Really March

A movement bug dating back to alpha.108 found and fixed at the source: units had been crossing a few percent of a hex and standing still for the rest.

alpha.126

Old Walls, New Fabric

Buildings fall out of date, break their quarter’s bonus, and are renovated for silver in your own culture’s style. The AI renovates too.

alpha.127

War and Weather

AI civilizations go to war again — and make peace. Plus season and latitude lighting, shadow-casting clouds, sea ice, and city lights seen from orbit.

in progress

Era gear for the whole roster

Extending the in-house Blender pipeline so every unit re-equips with its civilization’s age, across all ten of them.

next

Full campaign, then players

Completing late-age content and economy, then a first public build.

Curious?

Questions or feedback

The engine, the simulation, the city system and the authored roster are running today. If you want to know more about how any of it works, write to me.

Epoch Ascendant: Civilizations — version 0.3.4-alpha.127 “War and Weather”, in active development.