CORPORATE WARFARE DEVELOPMENT

The Build.

Corporate Warfare is being designed from the economy outward. Before we ask players to build empires, we are building the rules that make ownership, competition, land, markets, deals, failure and recovery mean something.

Codger One mark
CURRENT MISSION

Build the world before we build the noise.

We're building the economic rules before we build the pretty stuff. Corporate Warfare begins with a world that resembles the real economy — cities, land values, industries, resources, infrastructure and existing businesses. From there, players take over.

We are not promising a release date. We are building the system until it deserves one.

DEVELOPMENT STATUS

Where we are right now.

No fake progress bars. No invented percentages. These statuses reflect what is actually happening in the build.

Core Game ConceptDEFINED
Scoring & Founder ProgressionDEFINED
Failure & RecoveryDEFINED
Social ArchitectureIN DESIGN
Global Economic ModelIN DESIGN
Day-One World EconomyIN DESIGN
Land & Property SystemIN DESIGN
Natural ResourcesIN DESIGN
Companies, Markets & IndustriesIN DESIGN
Money, Banking & CreditIN DESIGN
Economic Simulation EnginePLANNED
Playable PrototypeNOT YET AVAILABLE
Founding AlphaRECRUITING
WHAT IS ALREADY DECIDED

The rules that shape the world.

WORLD

One world. One economy. One #1.

Every Founder plays in the same persistent economic world. Servers may scale underneath it, but players are never split into separate economic universes.

SCORE

Net worth keeps score.

Overall Founder rank is based on net worth. Official rankings are calculated daily, with industry, regional and seasonal rankings underneath.

GEOGRAPHY

Real Earth. Corporate Warfare economy.

Real geography sets the stage. The Day-One world resembles real economic ideas and relative values. After World Opening, the game economy writes its own history.

CAPITAL

Home defines identity, not opportunity.

A Founder can identify with South Sudan and build the first company in Dallas. Capital can go where the opportunity is.

LAND

Land is finite. Ownership is real.

Physical development requires a place to exist. If another Founder owns the land you want, you negotiate, lease, partner, buy — or build somewhere else.

RESOURCES

Resources follow geography.

Oil, minerals, farmland and other resources begin where they plausibly belong. Ownership follows players. Value follows the market.

FAILURE

You can lose your empire. You don't lose your story.

Companies and fortunes can fail. Founder history survives, and recovery must be earned through play rather than erased by a reset.

COMPLEXITY

Simple on top. Deep underneath.

The simulation can be sophisticated. The Founder makes the meaningful business decisions. The engine handles the administrative weeds.

NEXT MAJOR MILESTONE

Make the economy prove itself.

Before a full player-facing game is built, the plan is to create a local economic simulation harness and run long-horizon tests on the development laptop. The current cap is 100,000 simulated Founders, using rules-based behavior rather than thousands of paid AI agents.

The goal is simple: try to break the economy before players do.

FOUNDING ALPHA

Want to help us break it?

We're recruiting early testers who will challenge assumptions, exploit weak rules, compete hard and tell us when something isn't fun.

JOIN THE ALPHA LIST