The system problem
A strategy game has to feel simple at the surface while keeping turn state, economy, movement, combat, timeouts and multiplayer ownership internally exact. Online play cannot trust the client to decide what is legal.
Independent game project · Unity + backend
A mobile turn-based strategy game built around hex territory control, readable combat, light economy and online play shaped by backend authority.
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A strategy game has to feel simple at the surface while keeping turn state, economy, movement, combat, timeouts and multiplayer ownership internally exact. Online play cannot trust the client to decide what is legal.
Vorgar separates visual presentation from deterministic rules and authoritative orchestration. Unity owns the tactile map and interaction layer, shared libraries own portable contracts and rules, and the backend validates every online action.
What this work demonstrates
Engineering shape
Scenes, prefabs, input, rendering, local orchestration and landscape-first mobile UI live in a focused client surface.
Portable DTOs and enums cross the Unity/API boundary without leaking engine, database or web dependencies.
Movement, economy, combat and validation rules stay deterministic so local previews and server decisions can align.
ASP.NET Core, persistence and online orchestration own identity, lobby state, turns, timeouts and command legality.
Vorgar: Fields of War is under active development. The portfolio presents current project direction and real project assets without suggesting that unfinished systems are already released.