Dominate the 80s arcade boom in this Business Strategy Tycoon. Engineer hit games, seize territory and weaponize the stock market. Cash exists physically on the map—send Bagmen to collect profits or Enforcers to muscle out rivals in a neon-noir corporate war.
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14 August 2026 13:57 UTC · Community Announcements · evdaimon
Development Update: Development Department, Agent Priorities & Bug-Free Playtest Warlords,Over the past few weeks, we crossed major development milestones. The core loops connecting game development, street-level logistics, and territory control are now locked in and fully operational.Even better: our semi-closed playtest has been running uninterrupted for over 45 days with zero reported bugs. Stability and simulation math are rock solid.Here is a breakdown of what just landed in the engine.1. The Game Development Loop Is CompleteArcade dominance starts with software. You no longer rely solely
22 June 2026 22:23 UTC · Community Announcements · evdaimon
In the past 2 weeks, the following have been ironed out:Agent Personalities , backstories and AI Decisions based on them.Operation Titan Scenario: The game tutorial that will be featured in playtest #2.In-game Game Manual Kickstart.Game Visual Improvements Operation TitanThe playtest scenario is also the tutorial of the game. It will guide you through all early mechanics of the game while it acts as a prelude to the main story that will continue on the demo and later on the main campaign.Your boss at the Operation Titan Scenario, Damian Croft is not yet another NPC. He has a personality and he
7 June 2026 23:42 UTC · Community Announcements · evdaimon
Greetings everyone! I am back with another bi-weekly update! I strive to get these out. Hopefully many of you find these interesting. I would love to get your feedback at anytime! As always, these 2 weeks were more than busy. First, we got a new short (14 seconds) trailer: Click here to view YT ShortSecond, as promised, here is a sneak peek of the New Game Development interface:Developing a game is a 3 stage procedure. You need to pick the Game Identity at Phase 1, the Creative Direction at Phase 2 and the Business & Execution at Phase 3. It is a very interesting concept, completely original.
24 May 2026 20:12 UTC · Community Announcements · evdaimon
Greetings everyone!It’s Sunday, and while it might look quiet from the outside since the release date announcement, work hasn’t stopped. Here is some new eye candy and what’s running behind the scenes. More Grid Markers & The HQ OfficeFirst, a fresh screenshot of the city traffic, now featuring more live strategy markers on the map: Among other, with new markers you can see the number of cargo being moved , passengers on a car etc. Second, a first look at the 2D HQ Office layout. This will serve as your executive nerve center:The Development Department mechanics are currently being ironed out.
8 May 2026 19:35 UTC · Community Announcements · evdaimon
Greetings to everyone! I must admit, I write with greater joy than ever before. Mostly because I know there are people reading these small updates. This time though,we have Announcements to make! The game is going to release in November 5th! (Remember Remember, the 5th of November) In my previous Devlog, I told you that my roadmap was aiming for August 3rd. Closed Playtest data came in since then and they helped me make my mind. The good news from Closed Playtest First impressions so far are very good. The playtesters acknowledged Deep Mechanics, Atmospheric Play and interesting concept. They
16 April 2026 18:48 UTC · Community Announcements · evdaimon
Hello everyone! I am getting some attention here lately and this gives me strength to keep posting updates. If at least one person is going to read it, then it is good enough for me to keep posting. Beware though, I can get carried away very easily. Let me start with an eye candy: This is the Requisition screen. You will visit this screen after clicking on an Assembly Plant. Through there, you will be able to order your Arcade Systems. This is one of the UIs that I have built and I like. It is perhaps the second UI where I invested more time than I should have. Developing solo is very harsh in
29 March 2026 23:37 UTC · Community Announcements · evdaimon
Greetings everyone, It's been a full month and it was a very busy month, once again. First of all, I just released a new trailer. Secondly, I wanted to show you some footage of the combat but this has been postponed - I am not going to work on any combat animations for now, to save time for the demo release! I do have some other goodies though: A Financial Ledger:A territory overview: and a Vehicle Dealership: There are more but now I want to share how I have effectively completed the territory game design for the game. I have already explained in the previous blog of how each block contribute
28 February 2026 19:02 UTC · Community Announcements · evdaimon
Greetings everyone! In the previous devlog, I spoke about the UI , the level of Map Graphics and the Gameplay modes (Campaign, Scenarios and Sandbox). It has been around 3 weeks sinc ethen and there have been 2 big steps foward: -The first gameplay trailer got released. -I have announced a release day. The trailer This is the first trailer: Gameplay Reveal of the game. It is not much and it covers only a part of the three pillars of the game. Still, it is better than nothing. I am planning to create 2-3 more gameplay trailers, to breakdown each stage. These will come as soon as the gameplay is
8 February 2026 08:11 UTC · Community Announcements · evdaimon
Greetings everyone! It has been almost 2 weeks since my last devlog. Initially, I thought I would write here every week. I might do in the future but currently, since reception is low, I will try to focus my time in development instead. In my first log we spoke about UI and my struggle in finding a suitable font for numbers. Well, I found it! After a real struggle! You can see it below in the Contracts Negotiation UI: The whole game will have 3-4 fonts in total. The three are already in this UI. One will be used in most places (like the one you see in the message). The other one is pretty simi
25 January 2026 23:25 UTC · Community Announcements · evdaimon
It's 1970. You are birthing the Arcade industry. Arcade Warlord is inspired by Football Manager, Railroad Tycoon II, Software Inc and a little of Dwarf Fortress/Rimworld. It's a weird mixture I know. This first Devlog is about UI. I struggled a lot of deciding one single style for the UI. This is why I eventually built a Theme Engine. This allows me to easily change the whole style of the game easily while also having the ability to have multiple themes. However, I am not planning to include more than 1 theme right away, in the game build. I might however let players tweak the theme in the set
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