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JonnySoft

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A member registered Jan 07, 2025 · View creator page →

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Hi all! I'm making Houses of Veyra, a single-player strategy game that runs in your browser. It mixes a Bannerlord-style overworld, real-time squad battles and CK3-style dynasty politics. The setting is a broken alien world where nobles fight with relic energy weapons.

The idea: you lead a minor noble house, and the sword isn't enough. You can take a fortress in battle and still lose it in court if your grant was only temporary. A weak fighter can marry into half a province. Your best heir can die in a border skirmish, and then you play on as the unpopular sibling with a disputed claim. Battles, land, money and politics all feed into each other.

What you can play right now (v0.1.29):

  • Cinder March: a written scenario of about 45–90 minutes with a day-120 deadline and several endings. You can keep playing in open play afterwards.
  • Sandbox: a generated open world with no end point.
  • Build your house, travel the map, trade between markets, take on house service quests and win estates. There are four ways to get land: by force, by law, by intrigue or by petition.
  • Real-time battles where you fight in person and give orders to your squad.
  • Marriage, children and succession. Your dynasty continues after your character dies.
  • Settlements you can walk around in, with people to talk to.
  • It works on desktop and on phones (touch controls).

What changed since last time: Reddit playtesters told me the screens were walls of text, that you couldn't tell friend from foe on the map, and that you couldn't see your own party. So this update was a full readability pass. The map now has coloured rings by stance, there are status chips for troops, morale, food, money and wages, there's a party roster, the settlement screens are reorganised into tabs, and the wording is plainer throughout. I'd love to know if it worked.

What we'd most like feedback on:

  1. The first 10 minutes: was it clear what to do and why? Where did you get lost?
  2. Readability: can you tell at a glance who's hostile, how your party is doing and what each button does?
  3. The core loop: did battles, land and politics feel connected, or like three separate games?
  4. Battles: do they feel good? Can you control your squad well enough?
  5. Pacing: in Cinder March, did you run out of things to do, or run out of time?
  6. Bugs and performance: which browser and device you used, and anything that broke.

Even a single sentence about the moment you stopped playing helps a lot.

The art is still mostly placeholder. I'm nailing the systems first, and a proper visual pass comes later.

▶ Play free in browser: https://jonnysoft.itch.io/houses-of-veyra

Thanks for playing. I read every comment and reply to them.








I like it, it pretty good!

Super simple but fun game! well done!

(1 edit)

Extra Note: forgot to mention in the main update - added a new action "reinforce" activated with R key. This takes 35 units of oil & scrap and gives 50% of maintenance bar back and decreases maintenance bar degradation to 0.3 with cooldown of 5 minutes

Very cool

Hello everyone! JohnnySoft here. This my first ever project and something I wanted to try out for a long time. I'm a big fan of any kind of stratagy/managment games (Stellaris, Rimworld, Song Of Syx, Cartel Tycoon, The Guild 2 & 3 etc etc) so I always wanted to try and design a game I would ultimately want to play myself but something that doesn't require a lot to get into. This is a very very VERY early version of the game. Nothing is final or finished or unchangable. Everything was done by me and I'm a not an artist of programmer, so I had to do everything with chatGPT. If the game is worth making in full and more, I'll get proper graphics and stuff. I meraly want to give the core gameplay a test and see what the community says. I would love to know your feedback and ideas on how to improve it. Even if you think is garbage, please please please tell me why and why I should kms. Ultimately I want to see if the game loop is fun and can be expanded.

https://jonnysoft.itch.io/the-last-rig




How to Play

Core Gameplay

  • Survive 100 Phases: Each phase lasts a limited time, alternating between day and night.
  • Resource Management: Collect resources, allocate labor points, and prioritize repairs to keep your rig afloat.
  • Event Resolution: Every 2 phases, you’ll face a randomly generated event. Use your judgment and resources wisely—your choices could save or doom your survivors.

Key Features & Mechanics

1. Resource Management

Your survival depends on four core resources:

  • Food & Water: Keep your survivors fed and hydrated. Each survivor consumes resources every day, so plan ahead!
  • Scrap: Used to repair and maintain the rig during storms or to reinforce it against hazards.
  • Oil: Essential for powering your operations and ensuring your rig stays afloat.

Keep an eye on resource levels and collect more using your labor points. Resources deplete quickly, so use them wisely!

2. Labor System

Every survivor provides labor points (1 point for every 2 survivors). Use these points to:

  • Collect resources like food, water, oil, or scrap.
  • Repair your rig and manage maintenance.
  • Perform critical tasks to keep your community alive.

Labor points reset at the start of each day, so use them strategically!

3. Day/Night Cycle

Time is divided into day and night phases:

  • During the day, gather resources and prepare for potential challenges.
  • At night, unexpected events can occur, from resource thefts to survivors leaving the rig.

Monitor the timer to plan your actions effectively.

4. Dynamic Events

Be prepared for random events that test your leadership:

  • Trading Opportunities: Barter your resources with passing traders, but only if you can afford it.
  • Storms: Decide whether to spend scrap to reinforce your rig or risk storm damage.
  • Survivor Arrivals: Welcome new survivors for additional labor, but they’ll consume more resources.
  • Survivor Losses: A tough reality – sometimes survivors may leave, taking valuable resources with them.

Each event requires a decision. Choose wisely, as the consequences are permanent.

5. Maintenance & Hunger

Your rig and survivors need constant care:

  • Maintenance: Keep your rig in good condition. Neglect leads to critical failures and increased resource costs.
  • Hunger: Ensure your survivors are well-fed. Letting hunger drop too low can result in losing survivors.

Feast actions can temporarily improve hunger but come at a high cost in food and water.

6. Critical Situations

If maintenance or hunger falls too low:

  • Survivors may die due to poor conditions.
  • The rig may deteriorate, making survival even harder.

Stay vigilant, as small mistakes can snowball into disaster!

Yup, same