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EMPIRE
PT Play

Playable prototypeBuild · Explore · Endure

Every empire is a civilization.

Choose your monarch, find a home for your people and build a kingdom. When the light fades, the Rot advances. Every coin is a choice.

  • No installation
  • Keyboard, controller or touch
  • PT / EN

Chrome, Edge, Firefox or Safari · about 19 MB the first time

On this touch screen you play with your fingers: phone held sideways, the stick on the left and the buttons on the right.

A day in Empire
The monarch and the Enramados caravan during morning, beside the valley's tree — captured by the game itself.
About these images

The same spot over one day, from dawn to night: six captures taken by the game itself at commit f3efeac, on October 7, 2026, with the interface hidden. The published game (0c35177) no longer looks like this: these images predate it and will be retaken after the next visual review.

Start here

Your first day in the kingdom.

See the controls
  1. Choose your monarch

    Each monarch has a weapon and a companion. Try the play style that suits you.

  2. Explore and settle

    Your caravan follows you. Find your place and confirm the settlement before you start building.

  3. Prepare for the first night

    Spend coins to recruit and build. Return to the safety of your kingdom as the light begins to fade.

A prototype in development. Progress stays in this browser.

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The game

A kingdom on a line, with a floor above and a floor below.

Empire is played side-on, like Kingdom — and it's what happens when every region is home to different people, the night has a will of its own and the ground has a basement. These are the five pillars of the design; what you can already play is further down, counted.

  1. Every empire is a civilization

    Terrain shapes architecture, which shapes the economy, which shapes defense. By the end, your empire is a visible collage of everything you absorbed — readable on a single screen.

  2. Every subject is someone

    The fat king with the crooked crown, the squire in the oversized helmet, the mustached smith. Nobody has a name until they earn one, and death is permanent.

  3. The world has a downstairs

    Beneath the landscape there are cellars, a secret room under the castle and dungeons in the ruins — places with walls, born the first time you go down.

  4. Loyalty is a currency

    Enemies become allies and allies become enemies. The bard charms, the diplomat assimilates, mercenaries sell out to the highest bidder — and they collect.

  5. The night is a character

    There are no waves. There is the Rot: a stain born beside its Lume that advances across the land and retreats with the day. Your fires push it back or slow it down. You look at the horizon and you know how much time you have.

The monarchs

Who will rule your realm?

Choose your monarch. Each fights, rules and explores in their own way, and brings a companion who serves for coins.

  1. Monarch 1

    King

    Guards the line and rules near it

    How they play
    Heavy and slow, a short weak blow. Nearby troops gain +10% defence. The safest choice, if the shield is paid.
    Companion
    The squire: give coins to arm the shield that protects you; with coins dropped by enemies they earn a sword.
    Evolution
    To be decided: the requirement is still a proposal awaiting approval.
  2. Monarch 2

    Empress Nia

    Fights fast and pays for the Bard's support

    How they play
    Small and fast: many short, light blows. Your Bard charms weak creatures to fight for you for a while, or spurs your people to move faster.
    Companion
    The Banner Bard: sings only alive, beside you and paid — give coins, or pay each song from your purse.
    Evolution
    To be decided: the requirement is still a proposal awaiting approval.
  3. Monarch 3

    Archer Emperor

    Strikes from range and wears targets down

    How they play
    Long-range arrows that sometimes make the target bleed. Mark an enemy for your troops to focus fire. The quiver runs out: each shot spends an arrow.
    Companion
    The quiver squire: sells you arrows for coins from your purse. No coins, no new arrows; the ones you carry still serve.
    Evolution
    To be decided: the requirement is still a proposal awaiting approval.

Every monarch rules, every monarch may explore, and every monarch can die. Only emperors are played: troops, crafts and companions act on their own. Pay your companion with E / X beside them.

The text is the game's own choice screen (strings.csv), with each class's numbers from classes.csv — read on every publish. Anything that depends on a number still under proposal is left to be decided.

Day and night

A day lasts 360 seconds. You never need to look at a clock.

Each phase has its own job, sound and light, and none can be mistaken for another. The night is brown, not blue — which is why, at night, only two colors break from the earth: its violet and your amber.

  1. The valley and caravan during dawn.

    Dawn 15 s

    The bell rings. The Rot retreats. Losses are counted.

    Troops Leave their posts

  2. The valley and caravan during morning.

    Morning 85 s

    Recruit, expand, harvest, explore

    Troops Free work

  3. The valley and caravan during noon.

    Noon 40 s

    Enemy fortresses notice you. Risk of a counterattack.

    Troops Free work

  4. The valley and caravan during afternoon.

    Afternoon 85 s

    Last window to build. Mercenary prices rise 25%.

    Troops Free work

  5. The valley and caravan during dusk.

    Dusk 30 s

    The Rot is born at the edge of the map. A warning sounds.

    Troops Back to their posts

  6. The valley and caravan during night.

    Night 105 s

    Defend. Nothing gets built except by the evolved builder.

    Troops Siege posts

Durations from clock.csv, text from §05. Each color is that phase's light, computed the way the game computes it; the images show the same spot at the same time as the opening.

The Rot

The Rot has a Lume, and a voice.

At the edge of the world, where the stain is born, burns its Lume — violet, and fed by everything it takes from you. From the 3rd dusk on, the stain stops at your wall and offers something — a pause, a detour, a lighter night — for a price you have to drop onto a clay plate.

Almost every offer you accept raises a debt the game never shows you as a number. Only the Lume's light tells you — and it never goes down.

Against it you have fire: the campfire, the lighthouse, the monarch's torch and the hearth at the core push back the small ones and slow down the big ones.

This is how it talks. It never threatens, it never explains.
  • Give me what no longer walks. from day 3
  • Nothing. I only want to look. from day 3
  • Leave the door open. from day 6
  • Keep the Lume for one night. from day 15

The Lume, night by night

The Lume on day 1: three rings of violet light, 154 px in radius.
Light radius
154 px150 + 4 × day, cap 260
Stain speed
14.9 px/s14 + 0.9 × day
Mass, on open ground
5840 + 18 × day
Arrives from
one sidefrom day 12: both sides

The math from rot.csv, the same the game runs: three light stops, never a gradient, and a 2 px dithered edge (§80). “px” are pixels of the play plane.

The rule of two exceptions

  • #59386B

    Violet is the Rot's: the stain and the Lume.

  • #E8A94E

    Amber is yours: the campfire, the lighthouse and the torch.

  • #292520

    Everything else, at night, is earth.

The peoples

Conquest isn't one more resource. It's earning the right to build like them.

Each people is a closed kit: architecture, a unique troop, an economy and a defense. Two runs with the same seed play differently just from the order of conquest.

  • 01 You start here

    Enramados

    Terrain: Ancient forest

    Builds
    In and around giant trees; platforms, ladders, balconies
    Economy
    Timber and hunting
    Defense
    Height: everything shoots from above
    Unique troop
    Canopy archer — fires from the aerial band
  • 02

    Portuários

    Terrain: Coast

    Builds
    A huge harbor, piers, warehouses on stilts
    Economy
    Fishing and trade — the only people who earn coins at night
    Defense
    Water as a natural moat
    Unique troop
    Barge — carries 6 troops along the coast
  • 03

    Fenda

    Terrain: Canyon

    Builds
    Carved into the rock, rope bridges between the walls
    Economy
    Stone and ore
    Defense
    Chokepoint: a single way in
    Unique troop
    Counterweight ram
  • 04

    Horta

    Terrain: Fertile floodplain

    Builds
    Barns, greenhouses, silos, scarecrows
    Economy
    Farming — twice the yield per plot
    Defense
    Numbers: dirt-cheap troops
    Unique troop
    Sower — plants in the middle of combat
  • 05

    Fornalha

    Terrain: Volcanic

    Builds
    Foundries, chimneys, slag walls
    Economy
    Metal and weapons
    Defense
    Permanent fire on the walls
    Unique troop
    War smith — repairs walls in combat
  • 06

    Sob-Raiz

    Terrain: Underground

    Builds
    Tunnels, chambers, mushroom farms
    Economy
    Fungi and secrets
    Defense
    No walls — a labyrinth instead
    Unique troop
    Digger — opens passages between bands
  • 07

    Geada

    Terrain: Glacier

    Builds
    Igloos, stone shepherd shelters, an ice palisade
    Economy
    Cold that keeps — nothing spoils
    Defense
    Frozen ground: the Rot slows down
    Unique troop
    Ice Warden — slows whoever it strikes
  • 08

    Bruma

    Terrain: Marsh

    Builds
    Thatched reed huts and houses on stilts
    Economy
    Reeds and eels; mounts recover twice as fast
    Defense
    Mud that holds
    Unique troop
    Reed Stalker — reaches the dragonflies

Working names. What's fixed is each people's logic — the art, the troops and the balance all come from it. Text from §04; the starting people is the one whose segment the run begins on.

How to play

Three verbs, and the world around them.

No build menus, no cursors to drag. Your monarch walks back and forth along the ground line, and whatever they drop is what happens.

  1. Drop

    A coin on a vagrant recruits them. On a building site, it builds. On a wall, it raises it one step. Hold to keep dropping.

  2. Interact

    One button, always the same, always contextual: pay your companion, go down to the cellar, enter the dungeon, change bands.

  3. Fight

    Each monarch strikes their own way — the sword, quick blows, arrows — and has an ability: the Vigil, the Bard's song or the mark.

The controls
ActionKeyboard and mouseGamepadTouch
WalkA D or ← →D-pad ← → or left stick ← →The stick, on the left
Run (hold; uses stamina)ShiftL3RUN, held
Drop a coinSpaceACOIN (hold: keep dropping)
Interact and payEXINTERACT
Attack (hold to repeat)F or left clickRBThe weapon, beside COIN
Monarch abilityR or right clickRTThe ability, or tap the creature
The state of the kingdomTabYIMPULSES: hold, drag, let go
Look to the sidesQ Zright stick ← →PIN, then drag the world
Pause and optionsEscMenuThe pause button, up top

Read from project.godot's input map on every publish.

The screen at commit f3efeac, on October 7, 2026, with the game's interface.
The screen at commit f3efeac, on October 7, 2026, with the game's interface. The published game (0c35177) no longer looks like this: these images predate it and will be retaken after the next visual review.

Progress

A game built in the open, one ticket at a time.

These numbers are recounted from the repository on every publish — none is typed by hand. This version is commit 0c35177.

127of 189 tickets done
1,931automated tests
85written decisions (ADRs)
212design-doc numbers checked against the data, on every push
  • 127 done
  • 22 partial
  • 40 to do

The roadmap: nine phases, each with an exit criterion

  1. 0 · Foundation 1 month

    Repo, CI, CLAUDE.md, bands, camera, GameClock, the scale decision

    Exit criterion A sprite walks through the three bands and CI is green

    13 of 16 tickets

  2. 1 · Playable core 3 months

    Physical coins, recruiting, walls, archers, the Rot, one night — scenery in flat color blocks, with the characters already animated on top. On Saturdays, the Phase 2 scenery starts (§22).

    Exit criterion Surviving 10 days is possible and not trivial, and the poster scene is finished

    17 of 17 tickets

  3. 2 · Vertical slice 3 months

    One complete people with final art (7 buildings, 3 creatures, 5 walls), 1 class, 3 crafts, 1 fortress

    Exit criterion You play 10 days and want to play the 11th — the test that decides the project

    0 of 1 tickets

  4. 3 · The second layer 2 months

    Playable underground, dither reveal, secrets, first journal

    Exit criterion Minute 10 of §25 works with strangers

    Not started

  5. 4 · Public demo 2 months

    Tuned onboarding, sound, options, Steam page, web build

    Exit criterion Page published. Wishlists piling up.

    Not started

  6. 5 · Next Fest 3 months

    Demo at Next Fest, accessibility, Steam Deck, telemetry

    Exit criterion More than 5,000 wishlists. If not, stop and diagnose.

    Not started

  7. 6 · Depth 6 months

    Classes 2–4, evolutions, mounts, greed, boosts, succession, debt

    Exit criterion A full 30-day run with no missing systems

    Not started

  8. 7 · Content and world 6 months

    The 6 peoples, procedural generation, 12 journals, chaotic biomes, 2 epilogues

    Exit criterion Launch. Or Early Access here.

    Not started

  9. 8 · Multiplayer 4 months

    Split screen, then online

    Exit criterion Post-launch. Cut without regret if needed.

    Not started

From §33. You move on when the criterion passes, not when it feels ready.

All 189 tickets, by track

Ticket titles are in Portuguese, as in the repository.

Phase 0 · Foundation 13/16: 13 done, 1 partial, 2 to do

Phase 1 · Playable core 17/17: 17 done, 0 partial, 0 to do

Phase 2 · Vertical slice 0/1: 0 done, 1 partial, 0 to do

Greybox 27/28: 27 done, 1 partial, 0 to do

Part XIII · the lantern and the harvest 7/11: 7 done, 3 partial, 1 to do

Playable classes 1/1: 1 done, 0 partial, 0 to do

Direct combat 1/1: 1 done, 0 partial, 0 to do

Playable monarchs 17/35: 17 done, 0 partial, 18 to do

From clearing to kingdom 13/30: 13 done, 8 partial, 9 to do

Content 1/1: 1 done, 0 partial, 0 to do

Documentation 1/1: 1 done, 0 partial, 0 to do

Art 2/6: 2 done, 0 partial, 4 to do

Scenery 0/3: 0 done, 3 partial, 0 to do

Naming 0/1: 0 done, 0 partial, 1 to do

Publishing 5/5: 5 done, 0 partial, 0 to do

Gameplay audit 5/5: 5 done, 0 partial, 0 to do

Campaign continuity 2/12: 2 done, 5 partial, 5 to do

Interface 8/8: 8 done, 0 partial, 0 to do

Panel decisions 7/7: 7 done, 0 partial, 0 to do

See the tickets as a list
TicketTitleState
F0-00Repositório do dia zero: as ondas 1 e 2 da §68Done
F0-01Criar o projeto Godot 4.6 com as definições do §19Done
F0-02Git LFS para *.aseprite e art/**/*.pngPartial
F0-03AGENTS.md e os primeiros ADRsDone
F0-04Instalar o gdUnit4 e o workflow de CIDone
F0-05Band: enum, planos e a matriz de colisãoDone
F0-06GameClock e o ClockData (prompt 1 da §29)Done
F0-07EventBus com os sinais do §46Done
F0-08Câmara com lookahead e limites de regiãoDone
F0-09Spike: decidir a escala e fechar a ADR 0001To do
F0-10Cena de teste: um sprite anda nas três faixasDone
F0-11Registry e boot.tscnDone
F0-12RngService: os seis fluxos, snapshot e restoreDone
F0-13SaveService: escrita atómica e três slotsDone
F0-14UnitView com cinco slots e o shader da paletaDone
F0-15Spike: importar arte do Aseprite e fechar a ADR 0010To do
F1-01Moeda física: largar, arco, queda, apanhar, sacoDone
F1-02UnitData e as seis unidades do §07Done
F1-03UnitSystem com arrays paralelos e time-slicingDone
F1-04Recrutar um vagabundo por uma moeda; ele segue-teDone
F1-05JobBoard (prompt 4 da §29)Done
F1-06Muro: cinco níveis, dois caminhos, slots de contactoDone
F1-07Arqueiro: alcance, precisão 0,34 em campo e 1,0 em torreDone
F1-08RotSystem (prompt 2 da §29)Done
F1-09Criaturas: Rastejante, Alado, Bruto e a tabela de invocaçãoDone
F1-10Economy (prompt 3 da §29) e a curve.tresDone
F1-11Plantação, pesqueiro e galinheiro com os valores do §06Done
F1-12Moral e fuga com o raio do reiDone
F1-13CanvasModulate por faixa, animado pelo GameClockDone
F1-14Save e load do estado de src/sim/ com save_versionDone
F1-15Cenário de combate noturno para afinaçãoDone
F1-16Afinar até sobreviver dez dias ser possível e não trivialDone
F1-17Arte da mancha: a Podridão e a candeiaDone
ART-01A primeira personagem real em cinco slotsTo do
ART-02A paleta mestra e o LUTTo do
ART-03As seis camadas de parallax com teto de valoresTo do
ART-04Rostos e expressões: o catálogo do §60To do
GB-01Greybox do segmento zeroPartial
GB-02Greybox dos seis biomasDone
GB-03Regras de densidade medidas no greyboxDone
GB-04O passo do §21: a região atravessa-se em 40–60 sDone
GB-05O preço daquilo em cima de que estásDone
GB-06Largar em contínuo, que o §24 já mandavaDone
GB-07O rei não fica preso em combateDone
GB-08O golpe que se vêDone
GB-09A sombra de contacto da moedaDone
GB-10O render interpola, e o rei deixa de andar aos solavancosDone
GB-11O gatilho direito, num comandoDone
GB-12A câmara livre pelo rato na margemDone
GB-13Pausa e opções: desligar o tremor e os clarõesDone
GB-14O sinal da passagem, onde o Verbo 2 pegaDone
GB-15Os glifos do comando que se está a usarDone
GB-16A derrota diz a verdade, e dá um jogo novoDone
GB-17O amanhecer que se vê chegarDone
GB-18O sol e a lua dizem a horaDone
GB-19O pequeno bounce da moedaDone
GB-20A cara de quem está feridoDone
GB-21As tropas saem dos postos atrás da luzDone
GB-22As legendas de somDone
GB-23A silhueta fantasma a piscarDone
GB-24A duração do dia, ao ritmo de quem jogaDone
GB-25O controlo de contrasteDone
GB-26Os modos para daltonismoDone
GB-27O painel fala por chaveDone
GB-28O idioma escolhe-se na pausaDone
NB-01Bíblia de nomes e a escolha do nome do jogoTo do
CD-01A base de dados de conteúdo, uma tabela por sessãoDone
XIII-01§80 · O preto na paleta e a noite castanhaDone
XIII-02§74 · O termo dos Amargueiros na massaDone
XIII-03§74 · O Amargueiro e a candeia, completosDone
XIII-04§75 · A Oferta e a Dívida da CandeiaDone
XIII-05§76 · O NomeDone
XIII-06§78 · A ColheitaPartial
XIII-07§77 · Os dez capítulosPartial
XIII-08§79 · Os doze diários e os três epílogosPartial
XIII-09§81 · Som: o cante, os motivos e a encomendaçãoTo do
XIII-10§83 · Os primeiros vinte minutosDone
XIII-11§84 · Os catorze testes de design e as seis linhas de riscoDone
PUB-01O jogo passa a jogar-se no browserDone
PUB-02O site passa a ser a página do jogoDone
F2-01A classe do Monarca: a aura e a evoluçãoPartial
AUD-01Integridade da simulação: a moeda, o muro, a torre, o rei e o saveDone
AUD-02A economia verdadeira: o que o CI afina é o que o jogo correDone
AUD-03A noite legível e com gestosDone
AUD-04As faixas: o subsolo como expedição e o Alado com alvoDone
AUD-05Uma campanha mínima: sucessão, fim de região e decayDone
CONT-01Transição durável: o legado como transaçãoDone
CONT-02Memória da campanha: o que atravessa e o que ficaPartial
CONT-03Snapshot do trabalho: o Staffing no saveDone
CONT-04Transições sem prisão: sucessão e escorasPartial
CONT-05Medição fiel da partidaPartial
CONT-06Manutenção com custo marginalTo do
CONT-07Duas economias de conversão válidasTo do
CONT-08Abertura e controlo completosPartial
CONT-09Sinais de ação e ameaçaTo do
CONT-10Duas regiões autoradasTo do
CONT-11Um povo, uma escolha completaTo do
CONT-12Evidências e estado derivadosPartial
PUB-03Decisões compreensíveis no painelDone
PUB-04O site mostra o jogo de hojeDone
UX-01Reformular a pausa e corrigir o corte visualDone
ART-TEMP-01Assets gratuitos temporarios para testar a gameplayDone
QP-01Aplicar as onze respostas restantes do painelDone
CLASSES-01Três classes na primeira escolhaDone
COMBAT-01Combate direto das classesDone
UX-02Jogar com os dedos: os controlos por toqueDone
UX-03A alavanca solta, o FIXAR e o ecrã inteiroDone
UX-04O CORRER no toque e as obras com spriteDone
UN-00Consolidar as regras dos monarcas e a ADRDone
UN-01Esquema de monarcas e companheirosDone
UN-02Autoridade por reino e por pessoaDone
UN-03Vínculo de companhiaDone
UN-04Seleção imperial e autoria inicialDone
UN-05Retirar o controlo de tropasDone
UN-06Migração das campanhas antigasDone
UN-07Generalizar a morte e a sucessãoDone
UN-08Despacho do combate e da habilidadeDone
UN-09A Imperatriz Nia e os números de bancadaDone
UN-10O Bardo real pagoDone
UN-11Conversão e hostilidadeDone
UN-12Promoção e evolução de NiaDone
UN-13O Imperador Arqueiro e a aljavaDone
UN-14O escudeiro que fornece flechasDone
UN-15O sangramentoDone
UN-16Encontros e roster imperialTo do
UN-17Troca imperial transacionalTo do
UN-18Diplomata universal sob IATo do
UN-19Tesouro local e defesa na ausênciaTo do
UN-20Incursões com DiplomataTo do
UN-21Captura, resgate e dívidaTo do
UN-22Alvo de unidade e de obra, e conquistaTo do
UN-23Governo inimigo e assimilaçãoTo do
UN-24Viagem da comitiva, montarias e sítiosTo do
UN-25Ofícios, evolução e produção animalTo do
UN-26Pontes, torres e um evento de biomaTo do
UN-27Lore e apresentação dos encontrosTo do
UN-28O primeiro ciclo e a acessibilidadeTo do
UN-29Coop localTo do
UN-30Dois reinos e a vitóriaTo do
UN-31Spike e integração de redeTo do
UN-32O herdeiro neutro, caro, e a chave da trocaTo do
UN-33O quarto imperador e a escudeira que dançaTo do
UN-34O escudeiro evoluído dispara flechasDone
QP-02As respostas do painel de 02 e 03/10/2026Done
QP-03O baú da sala secretaDone
QP-04O refinamento da jogabilidade de 03/10/2026Done
QP-05A caça a sérioDone
RG-00O contrato do plano do reinoDone
RG-01O contrato da sedeDone
RG-02O pacote e o inícioDone
RG-03A escada da sede, do Acampamento à FortalezaDone
RG-04O contexto do núcleoDone
RG-05Empregos e reposiçãoPartial
RG-06A economia de trajetóriaTo do
RG-07A primeira defesa aéreaPartial
RG-08A interface do benefício e do compromissoPartial
RG-09Frentes e refúgiosTo do
RG-10Expansão e acampamentosTo do
RG-11A Vila Fortificada e a FortalezaPartial
RG-12O primeiro postoTo do
RG-13A primeira rota físicaTo do
RG-14A CapitalTo do
RG-15Integração e ausênciaTo do
RG-16Arte por estágio e por povoPartial
RG-17MigraçãoPartial
RG-18Desempenho e mobilePartial
RG-20Uma clareira, prados de caça e floresta de exploraçãoDone
RG-19Construções e recrutamento acompanham a expansãoDone
QP-06A caça longe do reinoDone
RG-21Recrutamento por corrida, fundação na lareira e cidade dentro das muralhasDone
RG-22A Última Carroça: relatório completo e decisões atuais do painelDone
RG-23Adaptar relatório mestre e fundação livre SoloDone
RG-24Identidade territorial e despertar socialTo do
RG-25Servidor autoritativo e modos onlineTo do
RG-26A floresta como territórioDone
RG-27O subsolo tem chão para além da escadaDone
QP-07Usar o Painel no desktop e no mobileDone
UX-05HUD legível e compacta no telemóvelDone
DOC-01Consolidar o dossiê com o painel e as referências territoriaisDone
ART-RENEWAL-01Renovacao visual do reinoDone
RG-28O território decide o que se levantaDone
UX-08Atlas do Império: a ficha do sítio e uma só linguagem na HUDDone
CV-01Cenários: diagnóstico reproduzível e o contrato dos planosPartial
PUB-05Primeiro contacto, desempenho e resiliência do siteDone
UX-09Explicações breves ao parar e pausa móvel rolávelDone
UX-10Toques da HUD sem conflitos entre dedos e menusDone
CV-02Cenários em camadas: os reinos e as transições do dono no jogoPartial
RG-29Correções da auditoria mestre de 09/10Partial
CV-03Animais e criaturas animados: os pacotes de 64 × 64 do dono no jogoPartial

Questions

What people usually ask.

Can I play it now?
You can: the prototype runs in your browser, at /jogar/. It's the game halfway there — the systems running underneath, the art still placeholder and the sounds made in code. Play with a keyboard, a gamepad or your fingers: with the phone held sideways, the stick is on the left and the buttons on the right.
When and where does it come out?
No date yet. The plan is §33's — nine phases, with the public demo in phase 4 — and the target is Steam, on PC and Steam Deck (§26).
Is Empire the final name?
No. It's a working title, too generic to find in a search. The final name is a ticket (NB-01), and until then there is no logo.
Which languages?
Portuguese and English, from day one: every line of text in the game lives in one table, with the languages side by side — 712 keys today.
Does the site or the game collect data?
No. No cookies, no analytics and no third-party requests — even the fonts are served from here. §32 calls it measuring without spying: if there's ever telemetry, it will be opt-in and off by default.
Who's making this?
One person, with AI writing almost all the code and the author reviewing it. That's why everything is measured: 1931 tests, 85 written decisions and a design doc of 98 sections that every line is reviewed against.
Is it open source?
The code is public but not free: all rights reserved (LICENSE). Godot, the fonts and the placeholder art keep their own licenses.

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