Phase 0
Research, engine prototypes, game engine trials, planning and iteration
Details
Early prototyping began in Godot and Unity, exploring a roguelike direction before pivoting to a colony management sim. Research into Prison Architect, RimWorld, Factorio, and OpenTTD shaped the core design philosophy.
The decision to build a headless CLI simulation in C++ came from a focus on determinism and reproducibility. OpenTTD's approach to separating simulation from rendering inspired the architecture: a pure tick-based engine with SDL3 bolted on as a visual layer.