Browser strategy game

Fantasy Combat Manager

A fantasy strategy game that brings company building, tactics and encounters into one playable browser experience.

Fantasy Combat Manager: sample company, champion controls and forest encounterView full image
Actual interface · Sample company, guest session

The product problem

A strategy game needs more than a collection of mechanics. The player must understand their company, make decisions about its development, and see those decisions matter in an encounter. Fantasy Combat Manager connects those responsibilities in one interface rather than treating campaign management and combat as unrelated screens. The real application image shows a sample company, champion controls and a forest encounter in an isolated guest session.

From idea to a public release

The recorded concept request dates to 27 October 2026 at 02:59:03 UTC. A custom-domain release was recorded on 3 November at 14:09:37 UTC: about seven days and eleven hours later, comfortably under two weeks. That endpoint means a playable public launch, not that every feature visible today was finished then. The concept also drew on earlier game work; this is not a claim that the entire underlying design began from nothing.

Why the delivery process matters

The interesting engineering problem is connecting an idea to a working, deployed system without making speed the only definition of success. The release record includes build and test verification, live interface checks, HTTPS and deployed-file checks. The Principles of Earned Autonomy skills suite supplies a workflow for interpreting the goal, recording decisions and testing the result. Those are process controls, not proof that the suite alone caused the delivery speed.

Evidence and limits

The release-recording commit is 4ef0f81d282893603c3b2bb825c01086239fac6b in the private product repository. The public application is the inspectable product; private source and raw conversation history are not published as portfolio evidence. The elapsed milestone combines the original recorded request with the release record. It is not a measurement of uninterrupted coding hours, player outcomes or current feature completeness. Development continued after launch.

Application screen