Working Title · Pre-Production · CL 598
AxonRush
A 1–24 player real-time strategy game where you don't move soldiers — you design the flow. Risk-style territory, factory-game logistics, auto-battler combat, and a single MOBA-style hero, all on a hex board.
This site is the working knowledge base for the project: the design spec, current
architecture path, open questions, and the materials we use when bringing in
collaborators. It mirrors the source-controlled GDD.md and
ArchitecturePath.md living in the Perforce depot.
Current status (2026-05-09, CL 598): GDD v0.6 locked. Engineering
is well underway — Phases A through G of the
architecture path have shipped (foundation gameplay
context, reactions, providers, triggers, verb system, tile primitives,
visibility services, combat ticker framework, AI personality plumbing). Active
work is now on Phase H/I (lobby + match lifecycle close-out) and
PostArchitecture.md Phase 1 redesign — see the
codebase audit for the full snapshot
(1,310 files / 122k LOC / 18 production gameplay systems).
Start Here
01 · Concept
Pitch & Core Loop
What the game is, what genre it sits in, and the five-step loop a player runs every match.
02 · One-Pager
Press Kit
The short version. A single page you can hand to a publisher, partner, or hiring candidate.
03 · Plan
Roadmap
25 milestones from M0 (minimum playable) through M24 (ship). Includes a decision-lock map for open design questions.
Gameplay Reference
Section 5
Map & Board
Hex grid, 3+3 lane structure, 9 nexus intersections, starting-position rules.
Section 6
Tiles & Levels
Orthogonal Level / Type / Rule model. Per-level HP pools. Tile destruction and regen.
Section 7
Paths & Flow
Path budget, drawing UI, weighted splits, supply-line persistence through captured tiles.
Section 8
Combat & Units
Stat-based auto-battler. Pass-through hazards. Path-end engagement. Distance falloff.
Section 9
Leader
One hero per player. Buff aura, ability overlay, vulnerability matrix, MOBA-style respawn escalator.
Section 10
Economy
Four resource slots, Resource-rule tiles, sinks for tile upgrades and conversions.
Section 4 · 11 · 13
Match Flow
Match T=0 starting state. Win condition. Eliminated-player tile spoils. Fog-of-war and replication.
Project State
Plan
Milestone Roadmap
M0 through M24. Each milestone layers one mechanic. Decision-lock map shows when each open question must close.
Stack
Tech Stack
Unreal 5.7 C++. Perforce. No GAS — combat uses TInstancedStruct. Server-authoritative networking.
TBDs
Open Questions
Every still-deferred design decision, the milestone it must close at, and how to reason about it.
Snapshot · 2026-05-09
Codebase Audit
Files, LOC, modules, subsystems, gameplay-system status, cheat surface — current shape of the project at CL 595.
For Potential Collaborators
Pitch
Press Kit / One-Pager
Compact summary you can share externally. Genre, hook, scope, current state.
Hiring
Team Roles
Minimum viable team to ship the MVP, plus the full launch-team picture and what each role owns.
Business
Monetization Concepts
Three candidate models — premium, F2P-cosmetic, hybrid — with pros, cons, and implications.
Brainstorm
Future Ideas
Features and modes that could land post-launch: replays, drafting, scenarios, custom maps, and more.
3 Slots Open
Recruitment
Off-hours collaborator slots — what we're building, how the team works, what each role covers. Public-facing pitch.