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.

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.