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TerraBravaStudio

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  1. Hi everyone! I'm Filipe, a solo dev from Brazil (Terra Brava Studio), building games around a full-time job. I grew up on browser games like OGame, BiteFight, TheCrims, and that genre never really left me. My first try was Bellum Astrum, an open-source space game I built as an experiment: the players were AI agents instead of people, which taught me a lot about server-side simulation and game loops. The code is on GitHub: https://github.com/FilipePacheco73/Bellum-Astrum A game with no human players isn't much fun to run, though, so I rebuilt the idea from scratch for real people. I wrote about that journey here: Medium Post The result is Sideralis, a real-time economic strategy MMO in the browser. It's live, and I posted it in Game Projects: Make Web Games Post Full disclosure, since it comes up here: AI wrote the code and drew the art, but it didn't make the game. The design, the rules and every decision are mine. AI is what lets one person with a day job ship something this size. What I really want Sideralis to be is a feedback-based game. There's an in-game ideas board where players propose and vote on what comes next, and every suggestion gets a public answer, including the no's. The roadmap is built on that. Happy to be here, and keen to play your games too. Which browser game hooked you first?
  2. Hi everyone, I'm the solo dev behind Sideralis, a persistent economic strategy game that runs in the browser, built at Terra Brava Studio in Brazil. It's live and free to play, and I'd love feedback from people who know this genre. The idea In Sideralis nobody owns the Solar System: the Concord of Nations grants operating licences. You run a corporation that starts on Earth and expands to the Moon, Mars, the Asteroid Belt, Titan and Io. You extract raw materials, refine them, manufacture higher-tier goods and ship them between bodies on cargo routes. The world runs 24/7 and keeps going when you close the tab. What you actually do - Build and upgrade extractors, refineries and factories across six locations - Trade in a player-driven market where the price is set by the people playing - Run logistics: permanent cargo routes between planets and moons - List your corporation on the Exchange and buy shares in other players' companies - Research, build ships, join an alliance, spy on rivals - A short guided tutorial takes you from your HQ to your first sale in a few minutes Monetization No pay-to-win. Nothing on sale raises production, attack or score. The store sells time (an accelerator) and an analytics panel, and that's it. Players shape the roadmap There's an in-game ideas board: players suggest and vote on what comes next, and every suggestion gets a public answer, including when the answer is no. Where it is now Early days: the server is open and the population is still small, which makes this the best moment to shape it. I'm especially interested in where you lost interest in your first session, and whether anything made you want to come back. Play: Sideralis Thanks for reading!
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