Anaconda: War Cabinet
Run a war economy from a desk. The line only holds so much, and the forecast names the man whose rations you're bumping before you sign.
A new strategy game every week, from one person. Each one comes with a small browser sample, hand-built to show you how the game thinks — not a slice of the real build, and not a trailer. Make one real decision, then decide.
DRM-free downloads · Every future drop included · Cancel anytime
One finished game every week, numbered and archived forever. Pass holders get each one the moment it ships.
Every one is a simulation with its guts exposed — you can always ask the game why something happened and get a straight answer. Nothing here is a reskin of the last one.
Run a war economy from a desk. The line only holds so much, and the forecast names the man whose rations you're bumping before you sign.
Four clans, 430 people, eighteen days of water and one contested ford. Every faction acts on what it believes — including the lies.
Every game gets two honest things: a small browser sample that puts one of its real decisions in your hands, and unretouched pictures from the actual build. The sample is not the game, and it says so on every page it appears on. But ninety seconds with it tells you more than a cut trailer will.
Buy a game and you get a plain installer with no launcher, no online check and no phone-home. If this site disappears tomorrow, the copy on your disk keeps working.
Every drop ships with a build log explaining what broke and why. You're not buying from a publisher with a review-embargo strategy — you're buying from the person who wrote the line that shipped it.
That's on purpose. The pass is the better deal and we'd rather you took it.
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No, and we won't pretend otherwise. Each sample is a small thing written by hand in plain JavaScript to demonstrate the kind of decision the game is built around. It shares the game's reasoning, not its code, engine, art, scale or content. The real games are Windows downloads. Every game page carries unretouched pictures from the actual build so you can see what you'd be buying.
Because a trailer can't tell you whether you'll enjoy thinking a particular way, and that's the only thing that matters with these games. Ninety seconds of making a real trade-off will tell you more than two minutes of trailer. Use the sample to find out if the idea grips you, and the pictures to find out what the game actually looks like.
No. Every sample runs in this tab with no account and no download. You only make an account after you decide to buy something.
Steam's discovery is built for a handful of big launches a year, not for a solo developer shipping something every Friday. A new release from an unknown name sinks below the fold within hours. Selling direct means I can hand you a playable sample and honest pictures instead of a trailer — and it means the whole price reaches the person who made the game.
Anything you already downloaded keeps working forever — the builds are DRM-free and never check in with a server. You lose access to new drops and to re-downloading, not to what's on your disk.
Small in scope, not in system. Anaconda models rail capacity, freight displacement and belief-versus-truth across a five-state theatre; MigrationScope runs four factions who each decide from what they think they know. They're built to be finished in an evening and replayed differently.