All work

Idle empire game that waits for you · 2026

Conquest

An idle strategy game about running an empire you are allowed to walk away from. Gold comes in whether or not you are watching, and the decisions are which troops to buy, when to spend on a buff, and which conquered land to keep happy before it turns on you. Made for autistic and ADHD players from 7 up — and for anyone who only has ten minutes.

Role
Solo — design, code, pixel art
Team
Solo project
Genre
Idle strategy / single-player
Platform
Web / Windows
Engine
Unity
Year
2026
Tools
Unity, C#, Aseprite
Play in your browserRuns in the browser via Unity Play — no download.
Conquest's screen: troops to buy, damage buffs, the army roster, gold income per second and the battle log — click to play in your browser

Design pillars

Land that asks for something back

Every few turns, a conquered territory needs something from you — resources, or simply attention. Neglect one long enough and it can rebel, and a rebellion takes the land with it. Holding an empire turns out to be a maintenance problem, not a conquest problem.

Every territory picks a side

The map is generated as you go, from small villages up to entire solar systems, and each place arrives with a disposition: benevolent or malevolent, a protector or a tyrant. Some align with what the empire is trying to do. Others exist to take the throne off you.

An army is a team, not a number

Archers, swordsmen, cavalry and wizards cost different amounts and do different jobs, and a buff only doubles one type at a time. Working out which members fit together is the game — the same question the territories ask, one level up.

It keeps growing while you are away

Gold accrues per second, miners raise the rate, and putting the game down costs you nothing. For a player who cannot hold a long session, and for an adult with a few spare minutes, progress is still there when you come back.

Process

How it actually went

01

Third game, and the deeper dive

This is the third game I built in Unity on my own, and it was deliberately a test run: most of what is in it uses a feature I had not touched before. The first two games taught me how to finish something. This one was about getting further into the engine itself.

02

Why an idle game

An idle game is a let-it-grow game — it does not punish you for putting it down. That matters for the players I build for, because attention is what they are short of, not ability. It also means someone with a busy day can still get somewhere in a few minutes.

03

Teamwork you can feel working

Both systems are really about teamwork. The army only works when the troops cover each other's niches, and the territories only stay loyal while you keep noticing what each of them needs. I would rather a player feel how a group holds together than be told about it.

04

Everything on one screen

The shop, the buffs, the army and the battle log all sit on the same screen, so nothing important hides behind a menu. Prices climb with every unit you buy and each miner adds a percent to your income, which keeps the next decision in front of you instead of in a submenu.

Gallery

Click any image to see it full size.

Outcome

  • Third game built in Unity — coded and drawn solo
  • Designed for autistic and ADHD players from 7 up, and for anyone with ten spare minutes
  • Generated territories that can rebel, four troop types, and timed buffs