From inside development
Lane Wars Devlog
First-hand notes on the systems, interface decisions and experiments behind a mobile medieval strategy game. These entries distinguish what works today from what is still being designed.
Lane Wars connects an isometric capital, a turn-based province campaign and tactical lane battles. This devlog documents how those layers are actually being built, including tradeoffs and unfinished edges.
The army system
How Lane Wars tracks army composition, unit tiers, wounds, reinforcements, stances and campaign movement in its medieval strategy layer.
Read the devlog →Settlement management
A first-hand look at Lane Wars' isometric capital builder, province economy, building footprints, storage, population and garrisons.
Read the devlog →How battles work
How Lane Wars combines parallel battle lanes, infantry counters, archers, Attack, Defend and Retreat orders, sieges and persistent survivors.
Read the devlog →The commander system
Inside the evolving Lane Wars commander design: the capital Keep, army Camp, assignment flow, placeholder benefits and readable mobile management.
Read the devlog →Building the world
How Lane Wars turns an illustrated medieval world into connected provinces, resources, factions, roads, diplomacy and turn-based campaign pressure.
Read the devlog →