Full Stack Partner
Business plans
LiveFantasy strategy game

Realms

Pick a hero, hire anything from goblins to dragons, and conquer the cities of eleven fantasy realms.

Realms is a fantasy strategy game for the browser. The player picks a hero from 10 races and 12 classes, hires warriors from goblins to dragons, and takes a city holding by holding in 3D street battles. Captains lead their own warbands, castles keep a house alive, rival warlords hold grudges and make offers, and every morning brings events and quests. The hero keeps their renown, gifts and gear from season to season.

Stage
Live, single player
Launch market
Global
Revenue
Premium unlock and cosmetics, multiplayer seasons planned
Price
Free to start, full game planned at $4.99
Buyer
Strategy and fantasy game players
Stack
JavaScript · Three.js

The problem

  • Fantasy strategy games are either heavy PC titles or pay-to-win mobile games.
  • Players want their decisions to matter: losses, loyalty and a hero who grows over time.
  • Turn-based games often feel the same every turn.

The product

A strategy game that runs in the browser and plays well on a phone. One hero leads a house through eleven realms built on real street plans. Battles play out in 3D with hero powers, captains run their own warbands and ask before they hire or attack, and rival warlords threaten, plead for truces, demand tribute and swear revenge. Morning events, quests, monster lairs and loot keep every turn different.

  1. Create a hero: race, class and a name.
  2. Hire warriors and give your captains warbands.
  3. Attack holdings and watch the battle, using your hero's powers.
  4. Build castles and towers, clear monster lairs, take quests.
  5. Win the realm, keep your hero's gifts and gear, and move on to the next.

Who pays and why

Strategy playersDepth without pay-to-win or energy timers.
Fantasy fansGoblins, dragons, necromancers and castles.
Phone playersShort turns, playable in a browser, installs as an app.

Business model

Revenue linePriceNotes
Free start$0The first realms.
Full game$4.99 (planned)All eleven realms and every class.
CosmeticsPlannedBanners, hero looks, castle styles.
Multiplayer seasonsPlannedShared worlds where a new day comes every 2 hours.

Market and targets

Strategy and fantasy are two of the most loyal paying audiences in games. A fair one-time price, a hero who carries over between seasons and a later multiplayer mode give both a reason to buy and a reason to come back.

20,000Players per month, target year 1
4%Share who buy the full game
$4.99Price
about $4,000Monthly revenue, target

Targets are planning assumptions.

Go-to-market

Months 1 to 6

Free web play

  • Gameplay clips of battles, dragons and hero powers
  • Strategy and fantasy communities
  • Free in the browser, no install
Months 6 to 12

Stores

  • Google Play and App Store
  • Store videos of a full season
  • Streamers in strategy genres
Year 2

Multiplayer

  • Shared worlds with 20 to 50 heroes
  • Alliances and seasons
  • Steam version

Channels

Strategy communitiesReddit, Discord and YouTube.
Short videoBattles and dragons make good clips.
App storesSearch for strategy and fantasy games.
StreamersA full season makes a good series.

Competition

Alternative todayWhy we win
Big mobile strategy gamesPay-to-win and long timers.
PC strategy gamesNeed a gaming PC; Realms runs in a browser.
Casual fantasy gamesLittle strategy and no lasting hero.

What we measure

  • Day 1 and day 7 retention
  • Battles watched per session
  • Seasons finished
  • Free to paid conversion

Status and roadmap

Built and working
  • Eleven realms on real street plans with fantasy names
  • 10 races, 12 classes, hiring from goblins to dragons
  • 3D street battles with hero powers and up to 50 a side
  • Captains, castles, towers, lairs, quests, events and rival warlords
  • Hero gifts, gear and renown kept between seasons
Next, before and after launch
  • Payments for the full game
  • Multiplayer worlds with a 2-hour day
  • App Store and Google Play

Risks

RiskHow we handle it
Games are a hit-driven marketLow production cost, measure retention early and only scale what players keep coming back to.
App store fees and rulesWeb version first, so players can be reached without store fees; stores add discovery.

Want a product like this?

We build version one of products like Realms from about $3,000: web app, admin panel, mobile app and API, live on your own domain. Then we can host and maintain it for $500 a month.