Real time strategy simulation
Hidden Tactics
Make scouting and incomplete information the center of a browser strategy game, with every command operating on what the player can actually know.
- 01INPUTBattlefield orders and reconnaissance
- 02SYSTEMA fixed step, fog redacted simulation
- 03OUTCOMEA persistent campaign shaped by imperfect information
Repository grounded case study. No staged product demo.
WHY IT EXISTS
The product starts with the problem.
Strategy games lose their tension when the interface leaks hidden activity or treats terrain as decoration. Hidden Tactics gives every faction a separate knowledge state, then makes forests, roads, hills, formation, logistics, and detection change the decisions a player can safely make.
WHAT IT IS MEANT TO DO
Three jobs, one clear promise.
These are the product outcomes the repository is organized to deliver.
Scout before committing
Armies reveal terrain and contacts through composition, distance, movement, concealment, and current light instead of receiving complete map knowledge.
Make terrain operational
Forests, roads, hills, bridges, and open ground change routes, detection, formation movement, ambushes, and combat advantage.
Keep a campaign worth returning to
Manual saves and autosaves retain the world, armies, settlements, objectives, and campaign state in the player’s browser.
PRODUCT FLOW
How the idea becomes useful.
A short path from the user’s starting point to a useful result.
- 01
Choose a campaign
Start a standard four faction contest or open the larger Grand Kingdom stewardship realm.
- 02
Build a useful picture
Split scouts, move through uncertain terrain, and detect rivals without receiving information outside current sight.
- 03
Issue contextual orders
Move, pursue, hold, gather, recruit, raid, retrain, and change formation through direct controls or validated command previews.
- 04
Sustain the campaign
Manage field supplies, local stores, caravans, reputation, recruitment, and saved state as the map changes in real time.
ENGINEERING IDEA
The choices that define the product.
Architecture matters here because each constraint changes what a user can safely believe or do.
Simulation outside the interface
The authoritative TypeScript simulation advances in fixed 100 millisecond steps independently from React and the Canvas renderer.
One redacted knowledge contract
The map, minimap, reports, audio, commands, and rival observations consume faction specific visible state instead of the complete world.
Deterministic public rivals
The hosted build removes Local AI controls and model configuration, exposes no LLM route, and runs the three rival commanders entirely in game code.
REPOSITORY PROOF
Evidence, not feature theatre.
Each point below comes from the current repository structure, code, or documented reference data.
Simulation step
The authoritative world advances on a fixed clock instead of inheriting browser rendering timing.
Standard factions
One player and three deterministic rivals begin from comparable armies, supplies, capitals, and road access.
Grand Kingdom realm
A separate persistent campaign expands the economy into landmarks, caravans, trade, reputation, and stewardship.
HONEST BOUNDARIES
What this product is not.
- Campaign saves live in this browser and are not synchronized through an account or remote database.
- Local model experiments remain a development option only. The public game has deterministic rivals and no model network endpoint.
- Hidden Tactics is a single player browser game, not a multiplayer service or a claim of historically accurate warfare.