Devlog · Episode 10
The clan war broke my game
Clans got a city spot, a banner and a fire. They also found a way to show me everything I had forgotten.

The clan got a real place
A clan without a physical place is just a list of names. I wanted it to exist in the world. So the clan got a banner, a fire and corners of the city that change with whoever holds them. You walk into the city and see whose piece it is.


The city came alive
While I was working on this, I noticed the city looked like an empty set. So I kept going. A square with a fountain, birds, people walking around. And a floor that shows where each clan gathers, so you can find your group without asking in chat.


The first test war broke everything
Then we ran the first test clan war and it broke several things. Too many people in one place. Messages showing up at odd moments. And a corner of the map nobody had looked at that turned out to be the most problematic spot of all.
None of that shows up in a small test. It only shows up when lots of people play together, and I needed to see it happen to know what to adjust.

Tightening it until it reads
I spent the next round tightening every point. Less clutter on screen, messages at the right moment, the forgotten corner fixed. Until the war became readable: you understand what is happening, who is winning and where it pays to be.
Today, clan war is an event that happens in a place you know, with your people around you. That is the game I wanted to make.