The game
A strategy game that starts with your floor
Battle Room Empire is a real-time strategy game in development for iPhone and Android. Its one founding idea: the battlefield is generated from your real surroundings — and everything else follows from there.
The fantasy
Your room becomes a world. Walk its edge and the game builds a miniature battlefield on your actual floor — terrain, forests, resources, all fitted inside your space's real shape. Then you found a settlement on it, grow that settlement into an empire, and defend it through eight eras of technology: from a Dark Age village praying the first raid comes late, to a futuristic power whose mechs walk past the descendants of its first stone walls.
The core loop
Every session moves through the same rhythm, and every age deepens it:
- Create the battlefield — scan or define a play area, or generate an instant battlefield. Your chosen battlefield size fits your actual space.
- Establish the Town Center — the heart of your empire and the anchor of your layout.
- Gather and build — villagers work Food, Wood, Stone, and Gold; buildings turn resources into capability.
- Train and research — raise complementary forces and multiply them with technology.
- Advance through ages — eight eras, each a genuine strategic rewrite.
- Defend, attack, and expand — win by decisions: scouting, counters, positioning, and timing.
What your first battle looks like
You'll start small on purpose: a Town Center, a few villagers, and immediate decisions. Workers to Food and Wood. A first house before the population cap surprises you. A barracks before the first raid — or a gamble that it comes late. Your first fight will be won by unglamorous things: a swordsman line in front of your archers, workers pulled to safety in time, and only taking fights you've scouted. The first battlefield guide walks through it step by step.
Combat philosophy
Units have readable strengths and weaknesses — spears counter cavalry, cavalry punishes archers, missiles answer aircraft — and every counter is positional, not automatic. Fog of war makes information a resource. Formations, screening, and timing decide whether advantages actually fire. The combat page covers the system; the combined arms guide covers the thinking.
The eight ages
Dark, Feudal, Castle, Imperial, Industrial, Modern, Advanced Modern, Futuristic. Each changes what armies can do and what defenses mean — castles meet artillery, armor meets air power, sensors meet EMP. Earlier forces stay in the game; dragons share a sky with jets eventually. Start at the ages overview.
Where things stand
The game is in active development and unreleased. The modes page and roadmap carry honest status labels — nothing on this site shows a planned feature as live. When that changes, you'll see it there first.
Ready when the battlefield is.
Join the playtest list and get invited when test builds open.
In development for iPhone and Android