Step one
Build your city
One human commander runs one kingdom. Construct and upgrade buildings on your home city and watch resource production change as the levels climb.
The home kingdom view
red-npc is a single-player, mobile-style MMO strategy game in the lineage of Game of War: Fire Age, reimagined as a solo power fantasy against computer-controlled NPC opponents. One human commander runs a kingdom: building and upgrading a city, producing resources, training troops into armies, and launching attacks and raids against NPC kingdoms on a world map. There are no real players, no alliances, and no social pressure — the entire opposition is NPC.
The product intent is a big, loud, satisfying war fantasy that feels like a glossy toy you own rather than a grim medieval chronicle. Progress — city, resources, army, and battle history — persists across sessions so the commander can return and continue growing their power.
The audience is solo strategy players on phones and desktops who want city-building and troop-combat depth without live-service PvP obligations.
red-npc is delivered as a first-party web application with application-owned identity. A single human actor — the Solo Commander — establishes a game identity, builds a city, trains troops, and wages war against NPC kingdoms. All opposition is simulated by the system; no other human participant exists in the product.
Current delivery comprises six first-party pages:
Durable state (city, resources, army, battle outcomes) is persisted server-side and bound to the commander's identity so progress survives across sessions.
Removed from scope
red-npc is a single-player game. The only human participant is the Solo Commander; every opponent is an NPC kingdom simulated by the application. The application owns identity: a new commander enrolls through Sign Up, and a returning commander verifies through Login to resume their saved kingdom. Landing is anonymously reachable and explains the game before play begins; City, Barracks, and World Map require a logged-in commander because they operate on that commander's durable, private kingdom state.
All current gameplay — city building, resource production, troop training, and NPC combat — is delivered first-party. There are no provider-owned or external surfaces in the current product. Future ideas are not part of current delivery and are not represented in any current page.
FR-1 — Single-player kingdom strategy game (explicit) As a Solo Commander, I should play a Game of War: Fire Age–style strategy game so that I experience city-building and troop-combat depth.
FR-2 — Single-player against NPC opponents (explicit) As a Solo Commander, I should face only computer-controlled NPC opponents so that the world is populated by NPCs rather than real players.
FR-3 — Build and upgrade city (explicit) As a Solo Commander, I should build and upgrade my own city/base with buildings and resource production so that my kingdom grows.
FR-4 — Train troops and form armies (explicit) As a Solo Commander, I should train troops and form armies so that I can field forces for battle.
FR-5 — Attack and raid NPC kingdoms (explicit) As a Solo Commander, I should attack and raid NPC kingdoms/enemies in battles so that I can win rewards and grow power.
FR-6 — Persistent progress across sessions (explicit) As a Solo Commander, I should have my progress persist across sessions so that I can resume my kingdom later.
FR-7 — Self-service enrollment (required_inference) As a Solo Commander, I should create a new solo game identity through self-service enrollment so that I can start a new game with durable saved progress.
FR-8 — Returning verification (required_inference) As a Solo Commander, I should verify my identity on return so that I can resume my saved city, resources, and army state.
FR-9 — Durable persistence of kingdom progress (required_inference) As a Solo Commander, I should have my kingdom progress durably persisted so that city, resources, and army state survive across sessions.
Muse: Karim Rashid — sensual war-room pop: candy-gloss command.
Headline: "YOUR KINGDOM. YOUR RULES. NO RIVALS."
Palette (dark mode):
#1B0F1A (plum-black ground, ~60% of every screen)#2A1626 (glossy plum panels, ~25%)#FFF4F7 (warm near-white, AA contrast on both grounds)#FF4FA3 (bubblegum pink — primary action and hot accent)#C6FF3D (lime — secondary signal reserved for victory, rewards, NPC-kill confirmations)#B98AA6 (muted mauve — labels and metadata at 14px+ only)Typography:
clamp(44px, 7vw, 112px); h2 clamp(28px, 3.4vw, 52px); h3 24px; body 17px; label 13px caps 0.14em; numerals tabular Quicksand 600 for resources.Shape language: Capsules, blobs, glossy continuous curves. Buttons are full pills; panels have 28–40px radii with a 1px inner highlight (#FF4FA3 at 40% on top edge) to fake gloss; section dividers are liquid SVG waves; resource chips are pill lozenges with a soft pink glow. No sharp corners except hazard-thin 1px data rules inside the map.
Layout: Asymmetric and curved. Landing hero is full-bleed glossy with type stacked left over a bled 3D crown. City is a curved-terrace layout with building capsules arcing around a central keep plinth. Barracks is a horizontal training queue of pill cards. World Map is a curved grid of NPC kingdom lozenges with the player's keep pinned at center. 12-col grid on desktop, single column on mobile, 24px gutters, 96px section padding.
Imagery: Glossy 3D renders — candy-pink and chrome crown, resin-like keep, low-poly lime-and-pink plastic troop units, liquid blobs, soft-lit capsules. No photography of people, no gritty medieval texture, no dark bronze. NPC kingdoms render as glossy toy citadels on floating pink plinths.
The public entry is a full-bleed plum-black scene carrying a single oversized glossy 3D crown-and-keep object bled off the right edge at 70% viewport height, lit with a pink key and lime rim. The headline "YOUR KINGDOM. YOUR RULES. NO RIVALS." is set in Unbounded at clamp(44px, 7vw, 112px), stacked flush-left in three ragged lines occupying the left 9 columns and overlapping the plinth. A lime pill CTA "Found your kingdom" sits pinned beneath the type at 1/3 width, with a small pink-outlined "Resume saved city" ghost pill beside it. A thin lime rule and a row of three resource lozenges (Gold / Iron / Food) anchor the bottom edge. No centred stack, no gradient blob, no blue. Readable text and controls stay whole at 375px, 768px, and 1280px; the crown-and-keep object may bleed and crop as decoration.
Interaction Model: Animated Motion Tempo: expressive Hero Dimensionality: webgl
Landing Hero Motion Brief
Landing Hero 3D Scene Brief — DIRECTION-DERIVED A real-time WebGL/R3F scene of one crafted glossy crown-and-keep object (candy-pink and chrome, resin-like keep) rotating slowly under a moving pink key light and lime rim light, bled off the right edge. It shows the product's defining state — a kingdom you own — without introducing new behavior.
prefers-reduced-motion, provide a usable static arrangement — springs become 120ms fades, the 3D object freezes to a lit still, marquees stop and wrap.
Solo commander · NPC opposition only
Single player · NPC world
red-npc is a Game of War: Fire Age–style kingdom strategy game you play alone. Grow a city, raise armies and take the fight to computer-controlled kingdoms — your kingdom, your rules, no rivals but the ones the world map hands you.
Step one
One human commander runs one kingdom. Construct and upgrade buildings on your home city and watch resource production change as the levels climb.
The home kingdom view
Step two
Queue troops in the barracks and let training complete over time. Finished units join your army, ready to be fielded when you march on an NPC kingdom.
The training queue view
Step three
Pick an NPC kingdom on the world map and launch an attack or a raid. Every opponent is computer-controlled — no real players, no alliances, no social pressure.
The world map view
red-npc

Solo commander · NPC opposition only
Single player · NPC world
red-npc is a Game of War: Fire Age–style kingdom strategy game you play alone. Grow a city, raise armies and take the fight to computer-controlled kingdoms — your kingdom, your rules, no rivals but the ones the world map hands you.
Step one
One human commander runs one kingdom. Construct and upgrade buildings on your home city and watch resource production change as the levels climb.
The home kingdom view
Step two
Queue troops in the barracks and let training complete over time. Finished units join your army, ready to be fielded when you march on an NPC kingdom.
The training queue view
Step three
Pick an NPC kingdom on the world map and launch an attack or a raid. Every opponent is computer-controlled — no real players, no alliances, no social pressure.
The world map view
red-npc
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