- Step Time Strategy / Simultaneous Turn-based Strategy game (STS)
- Neither consecutively turn based nor an RTS
- Both players select moves within a time frame
- At the end of the time frame the selected moves are played
- The game steps to the next time frame, starting the next turn, and the game loop continues
- Points are accrued every time step
- Points are spent to take action on the board
- Board is a hex grid (different sizes available)
- Varying time between moves available
- Visible vs. Fog map (or hybrid)
- Actions are broadly categorized as following
- Move units
- Attack and defense
- Production
- Board is appropriately sized for fitting on a phone screen
- Units cannot be individually upgraded
- Units can be joined into a single unit
- Joins have 3 variants: flat, stacked, and hybrid
- Flats have increased attack power and defense
- Stacks have increased range
- Hybrid combine the benefits of flats and stacks
- A stack vs. equivalent flat should die at the same time
- Basic units have 1 attack and 3 defense
- There is no attack cool down
- Rate of point accruement cannot increase via production upgrades
- There is no fog
- Turn time is equivalent to the number of points on the board
- Individual units can be upgraded
- Attack power damage per turn (dpt)
- Defense
- Range
- Precision
- Heal
- Decrease cool down times
- A cool down is expressed in turn based units
- A 1 turn cool down means a unit can only attack every other turn
- Default units can attack every turn (0 turn cool down)
- Upgrade a unit's attack will increase the cool down time
- Production of point accruement can be upgraded raising the default points per turn
- Locations on the board that give an increased amount of points per turn if you have a piece in those locations
- If there are enough points for a piece to take two actions, those actions are completed by the order of selection
- A fatal attack gives the attacker bonus points (there is friendly fire)