An AIgen conceptual challenge

Novarchy. A consulting test, in one of the hardest markets.

We analysed gaming, one of the most crowded markets, and with our agents we defined, designed and developed a product able to compete. The game is the evidence. What it proves is the consulting work we bring to clients.

Discover the challenge ↓

Free to play, with optional in-game purchases; some packs give combat advantages. Played in the browser, on computer and phone.

A fleet battle in space: white starships trade energy beams against a starfield.
A battle replay, rendered by the game’s own engine.
01 / The challenge

Why gaming: enormous supply, scarce attention.

An enormous supply / Volume

New games ship every day. Getting noticed is already a feat.

Contested attention / Time

Everyone is fighting for players’ time: social media, video, other games.

Loyalty to the classics / Habit

Strategy players have stuck with the same titles for years and do not switch easily.

The question: can an agentic method take a product from zero to a live game, able to compete where players have already made their choice?

02 / Game Design Benchmark

Before designing, we studied who was already there.

A comparative study of the genre’s reference titles, with a simple grid: what we take, what we don’t adopt.

  • OGame
  • Travian
  • EVE Online
  • Stellaris
  • Clash of Clans
  • Rise of Kingdoms
Galaxy map: hexagonal sectors full of coloured systems, with the map controls at the sides.
The galaxy: where the benchmark choices become a map.

What we take

EVE Online
The map as a political chart: territory and sovereignty visible at a glance.
OGame
Coordinates as the players’ common language.
Travian
Zoom by levels: each level shows only what it needs to.
Clash of Clans
Guild events over long windows, open to players in different time zones.
Rise of Kingdoms
Guild donations: cheap to give, rewarding for the giver, and they build shared research.

What we don’t adopt

EVE Online
Wormholes, regional markets, security tiers: complexity that this scale does not need.
OGame
A galaxy made only of coordinates, with no territorial map.
Travian
The uniform square grid: space wants star systems, not a board of squares.
Stellaris
Fixed lanes between systems: our galaxy is open, divided into sectors.
The genre
Events at a fixed time: people at work or in another time zone cannot be there.

The names cited are trademarks of their respective owners. Novarchy is not affiliated with or endorsed by them; the references describe design choices.

The positioning we chose: strategy for people with day jobs. Short sessions, several times a day. Timers from minutes to hours, never days.

03 / Design and development

Written rules, verified code, continuous releases.

Economy, combat, map, guilds, seasons: every system has written rules; the main ones have a dedicated design document. The code is checked against those rules.

  • Written rules

    What each system does, why, and within which limits.

  • Stated references

    The main choices name the model they start from and the one they move away from.

  • Recorded decisions

    When a rule changes, the decision and the reason are recorded.

  1. Need

    An idea, a request, a player’s report becomes a clear task.

  2. Development

    AIgen agents write the code and the tests. Our team supervises and decides.

  3. Verification

    Automated tests and adversarial review before anything is merged.

  4. Release

    Continuous releases, straight to the browser.

Our team sets the direction, AIgen agents carry it out with discipline.

04 / What it means for you

The same phases, in your industry.

These are the phases of our method, applied to your industry instead of a game.

  1. Analysis

    In the game, the Game Design Benchmark. For you, processes, data and competitors.

  2. Design

    Written specifications and agreed acceptance criteria, before the code.

  3. Development

    AIgen agents and our team together, with automated tests and frequent releases.

  4. Real-world validation

    In the game, real players. For you, real users and real processes.

05 / The game

A space strategy game that lives on when you are not playing.

Novarchy is a space 4X strategy game (explore, expand, exploit, exterminate), multiplayer and persistent. Every season ends with the Eschaton, a cyclical cataclysm.

  • Base

    An empire to grow: buildings, research, colonies.

  • Fleets

    Ships to build and command, from interceptors to titans.

  • Combat

    Every battle has its own 3D replay, to watch again whenever you like.

  • Espionage

    What you can see decides what you dare.

  • Guilds

    Shared research, raids and recurring events to take on together.

  • Synthetic empires

    AI-controlled empires populate the galaxy. Each one wears an AI badge.

  • Base screen: the orbital station with hangar, research, colony, campaign and guild, and the suggested next move below.
    The base
  • Hangar: an interceptor in the foreground, with the build queue and the controls to build new ships.
    The hangar

New players start out protected: for the first three days, no one can raze you. Played in the browser, on computer and phone.

Free to play, with optional in-game purchases; some packs give combat advantages.

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