Game Updates
Checkers v1.4.2 Published
Tronsoft Checkers with AI, replay, analysis, achievements, statistics, accessibility, and portable saves.
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Game Updates
Tronsoft Checkers with AI, replay, analysis, achievements, statistics, accessibility, and portable saves.
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A single-player, turn-based hex strategy game of world conquest set on a seamless wrap-around globe. Capture cities to build armies, choose what each city produces, and wipe out one to four rival empires. Grown from a hand-drawn 2003 hex map.
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You are the last heir of a fallen house, shipwrecked on a foreign shore. Cross a dangerous procedural kingdom to claim the Ivory Throne within 100 days. Version 1.3.0 adds Inventory 2.0, named procedural locations, expanded side quests, enhanced camping, and Dungeon 2.0.
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Classic full-rules chess with local two-player play, four AI difficulty levels, AI vs AI, increment clocks, expanded opening recognition, rigorous FEN/PGN tools, move review, game statistics, themes, a replayable local completed-game library, sound, and local resume.
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A tournament-ready Othello strategy and training game with Human vs Human, Human vs AI, AI vs AI, five AI personalities, exact endgame solving, opening-book play, puzzles, clocks, post-game analysis, and coaching.
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Cube Maze with reproducible seeded mazes, save/resume, map waypoints and shortest known routes, persistent exploration memory, map and log filters, multi-floor navigation aids, accessibility options, turn-based combat, survival systems, and synthesized audio.
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A wargame of the North Atlantic in May 1941. You never see the enemy: you see a chinagraph cross on a hex chart, the time the report was made, and a field of hexes that grows every watch you fail to find her again. Search, contact and pursuit under fog of war, for one player against a machine commander, on a fixed board built from real coastlines.
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Farhold — an original game of star empires, played on a photographic survey plate ruled in hexes that wraps in both directions. One sun is yours. Every other light in the reach is a point on the plate: you know where it is, not what stands under it. Send a probe, or push your scanners further, and the annotation appears beside it — climate, yield, and whoever is already there. Distance is counted in hexes and nothing else: a drive rating is hexes a turn, a scanner mark is hexes read clear, and a course is a run of hexes you can see before you commit to it. The plate wraps top to bottom and side to side, so there is no back door and no safe corner: every house is somebody's neighbour in every direction. Rule the plate to order if the presets do not suit. Every light is printed in the colour of its class, so the plate says at a glance where life will take, and resting the pointer on a squadron reads out what is aboard it. Each world you hold makes one stream of output, and the whole game is the argument over where it goes: into works, into the climate, into the yards, into the laboratories, or into the reserve. Research runs in six branches, and a hull carries the gunnery and structure marks it was laid down with for the rest of its life, so a fleet built cheap and early is still cheap and early ten turns later. Two to four houses begin the same way at opposite ends of the reach, and none of them intend to share it. The reach falls to the last house standing, to whoever holds twice the second house and 38% of the whole for 4 turns running, or to the ledger at the last turn. Players: 1 (against 1 to 3 machine houses) Play length: 25 to 90 minutes, set by the survey length you choose (60 / 100 / 150 turns) Genre: 4X strategy, empire building, turn-based Controls: pointer or touch, with keyboard panning, zoom and end-of-turn
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A 4X game of charters, hulls and a sky that runs out of ore. Write a people from a point budget, design every warship slot by slot from components your scholars have opened, and sow a procedurally ruled sky before a neighbour does. Seasons resolve simultaneously: nobody moves second. Three scenarios, a branching campaign, four commander tempers at three skills, and a crust that never refills.
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GALAXY v3.2.1 - Operational Warfare refinement with combat-effective doctrines, class-aware reinforcements, functional military infrastructure, intelligence-ranged front estimates, real planning routes, and compact military controls.
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A 4X game of charters, hulls and a sky that runs out of ore. Write a people from a point budget, design every warship slot by slot from components your scholars have opened, and sow a procedurally ruled sky before a neighbour does. Seasons resolve simultaneously: nobody moves second. Three scenarios, a branching campaign, four commander tempers at three skills, and a crust that never refills.
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Galactic Age maintenance release with stable map camera behavior across interface and layout changes, while retaining strategic eras, victory paths, fleet automation, task forces, war objectives, economy management and megaprojects.
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