Step 2 · Strategy Game Creation Path

Prototype & Testing

We build ugly prototypes first. The goal is to prove the fun, not the visuals. If the game isn’t fun in greyboxes, no amount of polish will save it.

Early greybox prototype of a strategy game

1. Greybox everything

We intentionally avoid final art in the first prototypes. Everything is boxes, cubes and temporary icons.

This forces us to focus on clarity: is the game readable, responsive and understandable without VFX?

2. Test with real players early

Friends and early community members get access to rough builds long before launch.

We watch where they hesitate, where they smile, and where they get bored. That feedback drives the next iteration.

3. Kill features quickly

If a mechanic doesn’t survive two or three test sessions, we cut it.

A smaller, sharper game is better than a bloated one that tries to do everything.

Continue the creation path