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Future Ideas

A staging area for features and modes that are not in the M0–M24 roadmap but could be implemented post-launch — or pulled into late milestones if they're cheap and synergistic. None of these are committed; this page exists to keep the brainstorm out of the GDD until something graduates into a real plan.

Reading guide. Each idea has a one-line pitch, a "why it works for AxonRush" hook, and a rough implementation cost. Tier-1 are most likely to land in year-1 patches; Tier-2 are speculative; Tier-3 are wild swings worth keeping on file.

Tier 1 — Likely Year-1 Post-Launch

1. Replay system & spectator mode

Record every match deterministically (server-tick-driven combat makes this cheap). Players rewatch, share, or hand off to coaches.

2. Drafting modes (pick / ban)

Pre-match leader-and-army draft phase. Each player picks one and bans one; mirror-matches forbidden. Standard MOBA-style competitive layer.

3. Scenario / puzzle mode

Hand-crafted single-player challenges. "You have these 7 tiles, this leader, and 30 seconds — defeat the incoming wave." Puzzle-like, with star ratings.

4. Daily challenge map

One curated map per day. All players race the same scenario. Leaderboard for time to victory or score.

5. Path templates / supply-chain macros

Players save and reload favorite path-and-rule layouts as templates. Click → drop a saved upgrade-cluster onto a chunk of newly captured territory.

Tier 2 — Speculative

6. Co-op / shared-base mode

Two players share a single home base and economy. Half the path budget each, but one team. PvP variant where two co-op pairs fight one another.

7. Custom-map editor + Steam Workshop

In-engine map editor that ships with the game. Players design hex layouts, place special tiles, set spawn slots, upload to Workshop.

8. Asynchronous / "play-by-mail" mode

Match runs at 1 tick per real-world day. Players issue orders once a day; combat auto-resolves. Months-long campaigns with friends across time zones.

9. Mentor / apprentice system

Veteran players opt in as mentors. Newer players can request post-match review with chat-overlay annotations on a replay. Mentors earn cosmetic flair.

10. Achievement & statistics export

Standard achievement layer. Plus an opt-in CSV / JSON export of personal match stats for players who want to analyze their own performance.

11. Cross-match leader continuity (rogue-lite tier)

Optional ladder mode where your leader's accumulated XP / unlocks persist across a run of N matches. One loss ends the run. Like FTL for strategy games.

12. Twitch / streamer integration

Streamer's chat votes on which leader they bring to the next match, or which army compositions to try. Lightweight chat-driven integration.

Tier 3 — Wild Swings

13. Fantasy-betting / spectator wagering (cosmetic-only)

Spectators of a live ranked match wager cosmetic-only "credits" on outcomes. Pure flavor, no real value, mostly for the social viewing layer.

Cost: medium. Risk: tonal — has to be obviously not gambling.

14. Player-designed AI personalities

Top-tier players can submit AI rule-sets. Other players play against them, rate difficulty. Best community AIs become difficulty options in the menu.

Cost: high. Reward: a content-generating ecosystem.

15. King-of-the-hill / capture-the-flag variants

Alternate win conditions. KOTH: hold the central nexus for N consecutive minutes. CTF: leader carries an objective from enemy base back to your own.

Cost: low–medium per variant. Mostly rule changes on the existing engine.

16. AR / web companion app

Mobile companion that shows your leaderboard standing, unlocks, and lets you build paths offline that import into your next match.

Cost: very high. Realistic: probably not.

How Ideas Graduate

An idea moves out of this page when it has:

  1. A clear gameplay or business reason that it's worth scope.
  2. An owner willing to write a one-page mini-spec.
  3. A milestone slot or post-launch patch window targeted.

Until it graduates, this is the right place for it. The roadmap is for committed work; this is for the maybe-pile.