AxiomWar
grid tacticsP2P syncAI opponentfog of warbase building

Indie deep-tech game studio · P2P grid RTS

The Algorithmic RTS

A prototype 2D real-time strategy with P2P multiplayer via PeerJS and an AI opponent. Grid-based tactics on a calculator battlefield — no RNG, no speed-clicking, pure system design and match simulation.

2D
Calculator-grid battlefield
P2P
PeerJS multiplayer prototype
AI
AI opponent

Gameplay Preview

See the grid in action.

Early prototype footage showing the current state of the calculator-grid battlefield.

Gameplay preview — clip 1/2
Gameplay preview — clip 2/2

About & Gameplay

A calculator grid becomes a tactical battlefield.

AxiomWar is a prototype 2D RTS played on a coordinate grid. Players build bases, manage fog of war, control unit formations, and face off via P2P or against an AI opponent — classic strategy depth on a minimal, calculation-focused canvas.

// 01

Fog of War

Limited visibility forces careful reconnaissance and tactical scouting. Map control is earned through calculated advances and risk assessment.

// 02

Base Building & Synthesis

Construct production structures and synthesize units directly on the grid. Expand your economy while managing defensive lines.

// 03

Formations & Unit Split

Arrange units into tactical formations and split squads on the fly to multi-task, flank, or hold chokepoints.

// 04

Tower Upgrades

Fortify positions with upgradable defensive towers. Allocate resources between static defense and mobile army pressure.

Core Features

Competitive strategy built on grid-based systems.

AxiomWar combines classic RTS depth — base building, fog of war, unit control — with a P2P networking model designed for direct, server-free matches.

Peer-to-Peer Matches

Real-time multiplayer runs over PeerJS data channels. Client-to-client architecture keeps the simulation lightweight and server-independent.

AI Opponent

Practice against a grid-based AI that builds bases, manages fog of war, and applies tactical pressure — a sparring partner for strategy refinement.

Fog of War

Limited visibility drives reconnaissance and scouting decisions. Map control rewards calculated risk-taking and intelligent unit placement.

Base Building

Construct and expand your base on the grid. Synthesize units, upgrade defensive towers, and balance economy against military output.

Technology Stack

Web-native rendering, P2P networking, evolving backend.

Frontend

Browser-first rendering for a fast tactical grid interface.

HTML5CSS3Canvas APIJavaScript

Networking

Client-to-client match flow via PeerJS data channels.

PeerJS

Backend

Static file server (Flask), deployment pending.

PythonFlask

Infrastructure

Not yet deployed — planned as part of the production rollout.

Planned

Cloud Foundation

Why AWS

AxiomWar is a deep-tech deterministic RTS with a massive, mathematical backend execution. Managing a complex, zero-RNG lockstep simulation as an indie developer requires rock-solid cloud infrastructure — from match servers and player data to low-latency networking. We are planning to use AWS to take the game from a local prototype to a production-grade, scalable multiplayer service, accelerating development with tools like Kiro along the way.

Cloud. Scalable. Planned.

AWS will run the stack.

Our plan is to run match servers, player data, and telemetry on AWS battle-tested infrastructure — the foundation needed to support deterministic multiplayer at scale as we move out of local prototyping.

Compute & Deployment

We plan to run dedicated match servers on AWS compute (EC2/Fargate) to support server-side validation and matches beyond what pure P2P can reliably handle at scale.

Data & Telemetry

Player identity, match history, and telemetry data will live on AWS-managed storage (RDS/DynamoDB), giving us a persistent, queryable record of gameplay as the player base grows.

Low-Latency Hosting

Once we move past local prototyping, AWS global infrastructure is what we are building toward for the low-latency hosting and networking that live multiplayer operations need.

Technical Architecture

Architecture for precise multiplayer execution.

Two complementary flows separate real-time match synchronization from planned backend telemetry and gameplay analysis.

Realtime Match Flow

  1. P2P NetworkingDirect client-to-client browser architecture for core simulation.
  2. Tick SynchronizationPeer-to-peer tick-based state sync across clients.
  3. Canvas RenderingFrame-focused 2D RTS view on a coordinate grid.

Telemetry Flow (planned)

  1. Game Client CoreWeb-native JavaScript logic driving the grid simulation.
  2. Python BackendFuture match logging and performance telemetry.
  3. Analytics LayerPlanned historical match review and gameplay analysis.

Development Status

Active prototype moving toward closed beta readiness.

Current development focuses on the core grid engine and P2P networking, with lockstep synchronization and cloud infrastructure planned as next milestones.

Closed beta preparation in progress

Prototype Checklist

  • Done:Core 2D grid engine implemented for Canvas rendering.
  • Done:P2P networking link operational through PeerJS.
  • In progress:Lockstep state synchronization — under investigation for P2P consistency.
  • In progress:Python telemetry / match logging backend (planned).
  • In progress:Terraform-based infrastructure provisioning via Kiro (planned).
  • In progress:Automated lockstep test coverage via Kiro (planned).
  • In progress:Closed beta optimization and deployment preparation ongoing.

> Closed Beta

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Contact the Team