This has always been part of the vision.
Even when Afro-Future Rising was nothing more than a few hexagons on a screen, I knew I wanted players competing over territory instead of simply playing through a story.
So this week I’ve started building the foundations for local multiplayer.
The goal is to get the core gameplay loop working in a controlled environment before worrying about online networking.
The first target is 1v1.
Two players.
Two factions.
One shared map.
Simple enough to balance while still exposing all the systems that need to work together—movement, turns, combat, progression, collectibles, and zone control.
Once that feels solid, I’ll expand it into what I’ve wanted since the beginning:
1v1v1.

Three factions fighting over the same map.
Three different strategies.
Three completely different ways to win.
This is where the game really starts becoming what I originally imagined—a mix between tactical RPG, strategy game, and territory control rather than just another adventure game.
There’s still a lot to figure out.
Turn synchronization.
UI for multiple players.
Camera behavior.
Victory conditions.
Resource balancing.
It’s one of the biggest technical challenges I’ve taken on so far, but also one of the most exciting.
Building a single-player game is hard.
Building a multiplayer game while you’re the only developer… that’s a completely different beast.
Still, this is exactly the direction I want Afro-Future Rising to head.
One system at a time.
One weekend at a time.
Slowly becoming the game I’ve been imagining for the past few years.
— Brian