SOVRAN is a browser-based multiplayer medieval kingdom strategy game with a city-builder-first philosophy. Players manage kingdoms through resource production, population management, building construction, and strategic military decisions. It features a 3D isometric kingdom view using React Three Fiber, tick-based simulation, player-vs-player interactions via a world map, and a Houses (guilds) system with diplomacy mechanics.
01The problem
Creating a multiplayer strategy game that balances complex simulation depth with accessible browser-based gameplay. The game needed persistent world state across all players, real-time resource simulation tied to population dynamics, a meaningful social layer through Houses, and a 3D visualization that runs smoothly in the browser without a game engine.
02The approach
Built a tick-based simulation engine (configurable intervals) that processes all kingdoms simultaneously — resource production, population growth, construction queues, and military movements. Implemented population as the primary constraint on expansion, with housing capacity limiting growth and workers required for resource buildings. The 3D isometric view uses React Three Fiber for rendering buildings on a terrain grid, and the Houses system adds diplomacy, shared resources, and alliance warfare.
FIG. 02 — 3D ISOMETRIC KINGDOM VIEW WITH BUILDING PLACEMENT AND TERRAINPROJECT DETAIL
03The build
01
Tick-Based Simulation
Server processes all kingdoms simultaneously on configurable tick intervals — resource production, population growth, construction completion, and troop movements all resolve per tick.
02
Population-Driven Economy
Population is the core constraint: housing capacity limits growth, workers are assigned to resource buildings, and military units draw from the available population pool.
03
3D Isometric View
React Three Fiber renders an interactive isometric kingdom view with terrain grid, placed buildings, construction animations, and camera controls.
04
Houses (Guilds) System
Players form Houses with shared resources, diplomacy states (allied, neutral, hostile, war), joint military operations, and internal governance.
05
World Map & PvP
Hex-based world map where kingdoms occupy territories, armies march between locations, and players compete for strategic positions.
06
Research & Tech Tree
Multi-branch technology tree that unlocks advanced buildings, military units, and economic bonuses — requiring strategic prioritization.
04Results
Persistent World
Tick-based simulation keeps all kingdoms progressing simultaneously, 24/7
Browser-Based 3D
React Three Fiber delivers smooth isometric 3D without requiring a native game engine
Social Strategy
Houses system adds meaningful diplomacy and alliance dynamics to gameplay
Population Depth
Population constraints create genuine strategic trade-offs between economy and military
05Project views
WHAT LASTED
SOVRAN proves that deep, multiplayer strategy games can thrive in the browser. By combining tick-based simulation with population-driven economics, 3D visualization, and a social Houses system, it delivers the kind of strategic depth usually reserved for native applications — all accessible through a URL.