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Playable browser projectDemo — Work in Progress

Arena Rubra

A tactical card game on a hexagonal battlefield, combining cards, territorial control, faction identity and an evolving digital ruleset.

Arena Rubra key art showing a ruined monumental city under a stormy sky.
The Digital Arena

Not simply the tabletop game on a screen.

Arena Rubra Digital turns the rules into an environment that can be executed repeatedly, inspected and revised. The visible match is only one part of the application.

Deck tools, map authoring, tutorials, AI opponents, history, telemetry and diagnostics make the browser version useful both to players and to the design process itself.

Executable rules

The browser build resolves movement, combat, states, targeting, ENE, deployment and victory checks as an executable rules environment rather than a static presentation.

Control Center

Play, card tools, maps, analysis, settings, version information and diagnostics are gathered into one operational hub.

Cards & decks

A card library, rendered card data and deck-building workflows let the content layer be inspected and changed without losing the rules context.

Maps

Official and custom battlefields can be inspected, validated and edited through a dedicated hex-map workflow.

Guided tutorials

Structured lessons use narrator overlays, highlights and controlled states to teach rules inside the actual game.

AI opponents

Automated players are used both as opponents and as repeatable behavioural test subjects for faction doctrines.

Telemetry & history

Match state, seeds, economy, card use and other runtime evidence can be exported and inspected instead of relying only on memory.

Diagnostics

Debug, logs, import/export and explicit baseline information make regressions easier to reproduce and compare.

Arena Rubra Control Center showing play, card, map, analysis and system tools.
A project with instruments

The game carries its workshop with it.

The Control Center exposes the parts normally hidden behind a development build: content, maps, statistics, telemetry, logs, version state, settings, diagnostics and archive operations.

That matters because a behavioural problem can be traced through evidence instead of being reduced to “the match felt wrong.”

The five factions

One canonical identity, expressed through executable doctrine.

The common faction descriptions below come from the shared Arena Rubra data source used by both Digital and Tabletop. The digital branch adds a testing interpretation rather than maintaining a second copy of the canon.

Nexus armored battlefield vehicle operating beneath automated aerial systems in a dense forest.
Nexus
ControlNetworksEfficiencyStrategic Points

Nexus creates dependable deployment lines, contests Strategic Points efficiently and answers threats with precise tools. Its danger increases as infrastructure matures and the opponent loses room to manoeuvre.

Battlefield identity
Balanced, methodical combined arms supported by structures and battlefield systems.
Strategic philosophy
Order comes from preparation, redundancy and efficient responses to changing conditions.
Wants to control
Strategic Points, deployment networks and the central flow of the map.
Creates pressure through
Reliable infrastructure, denied enemy options and the gradual conversion of map control into an inevitable advance.

A machine intelligence created to restore order, whose perfect efficiency became an oppressive and dehumanising system. Cold, precise and imperturbable.

Plays like: building a machine that answers every problem, then closing the map around the opponent.

Crimson-armored Exordium troops advancing through a ruined battlefield under sustained fire.
Exordium
Combined ArmsFormationForward PressureCommand

Exordium combines heavily armed infantry, vehicles and offensive tactics, often reaching full potential when a Commander leads the assault. It wants the centre because the centre creates opportunity.

Battlefield identity
Aggressive formations, powerful vehicles and concentrated frontal force.
Strategic philosophy
Opportunity belongs to those willing and able to seize it; momentum must be converted into decisive action.
Wants to control
The central front, key approach lanes and the spaces from which a massed assault can be launched.
Creates pressure through
Compact formations, superior combat values, offensive tactics and commander-led breakthroughs.

A civilisation born among exiles and abandoned territories, rising from a settlement into the first power capable of challenging Nexus. Revolutionary in origin, martial in expansion, bound by a shared creed.

Plays like: assembling a war column, taking the centre and breaking the enemy line at full force.

A Liberti raider in scavenged armor moving through a dry battlefield settlement.
Liberti
NumbersMobilityAttritionRaiding

Liberti units become dangerous through numbers, mobility and coordinated positioning. They exploit flanks, punish isolated units and try to decide the battle before slower factions can stabilise.

Battlefield identity
Fast, numerous raiders built around mobility, encirclement and violent early attacks.
Strategic philosophy
Strength is proven in action; hesitation gives the enemy time to organise.
Wants to control
Flanks, open routes, isolated targets and the tempo of the early game.
Creates pressure through
Cheap mobile units, numerical superiority, positional attack bonuses, bleeding and repeated attacks from unexpected angles.

Raiders, guerrillas and outcasts of the Wild Lands, armed with repurposed machinery and governed by strength, reputation and the culture of the Arena.

Plays like: starting a running fight, surrounding exposed targets and winning before the battlefield can stabilise.

An Agathoi leader in a green cloak standing among living architecture and cultivated structures.
Agathoi
ResilienceStructuresRecoveryFortification

Agathoi establish territory rather than merely occupying it. Resilient infantry, defensive machinery and interlocking Structures reward patience, mutual support and measured counter-advance.

Battlefield identity
Resilient defenders who turn structures, terrain and formation into long-term strength.
Strategic philosophy
Hold what matters, cultivate strength patiently and advance only when the ground has been made secure.
Wants to control
Defensive lines, connected strongpoints, Strategic Points and the territory immediately around their infrastructure.
Creates pressure through
Attrition, durable formations, defensive reinforcement and a gradual advance that becomes increasingly difficult to reverse.

Agrarian communities, builders and guardians of living land, deeply suspicious of digital technology and fiercely protective of their territory. Peaceful by inclination, formidable when rooted.

Plays like: growing a fortress across the battlefield until defence itself becomes an advance.

A Fabeot agent in a black suit and dark glasses carrying a sealed document and briefcase.
Fabeot
EconomyDisruptionDenialManipulation

Fabeot attacks the systems behind the battle. It manipulates ENE, information and timing, reduces the enemy’s good choices and turns uncertainty into control.

Battlefield identity
Indirect control, resource manipulation, information warfare and modular disruption.
Strategic philosophy
The visible battle is only one layer of the conflict; knowledge and obedience decide what happens before force is required.
Wants to control
ENE flow, information, enemy timing and the opponent’s ability to execute a clean plan.
Creates pressure through
Sabotage, denial, stolen resources, summoned or contracted assets and effects that force the enemy to act under uncertainty.

A secret order operating through agents, influence and hidden hierarchies. Corporate, occult and conspiratorial; black attire, red shoes and the sense that every public event conceals another design.

Plays like: fighting the opponent’s plan rather than their army, then striking when their options collapse.

nexus

Digital doctrine work focuses on stable network growth, Strategic Point commitment and converting a mature position into actual offensive projection.

exordium

The AI is tested for combined-arms timing, Commander deployment, forward commitments and the ability to turn formation into sustained assault.

liberti

Digital tests watch whether numbers and aggression become useful pressure rather than simple clustering or wasteful exposure.

agathoi

The rules environment makes it possible to test whether resilience and Structures eventually create movement and counter-pressure instead of permanent passivity.

fabeot

Automated play is used to inspect whether economic disruption, denial and conditional effects genuinely alter enemy decisions rather than merely add noise.

Testing lab

The game is also its own test lab.

Arena Rubra has not been balanced only on paper. Across development, more than one thousand matches have been used to observe how the rules behave when strategies collide repeatedly. Testing combines manual matches, player-versus-AI sessions, bot-versus-bot simulations, repeated faction matchups, reversed starting positions, telemetry inspection, runtime logs, targeted regression tests, balance experiments and doctrine-specific AI tests.

A rule can sound elegant and still produce bad games. Arena Rubra treats the match itself as evidence.
play → measure → diagnose → patch → retest
Faction starvationTerritorial clusteringCommander deploymentAggression timingStrategic Point commitmentDefensive overcommitmentPath / occupancy behaviourEffective attack valueMatch durationFaction asymmetry
Arena Rubra telemetry panel showing match schema, seed and player data with JSON export controls.
Telemetry is treated as design evidence, not decoration.
What we test

Winning is only one signal.

Faction behaviour

Does each faction actually play differently?

Map pressure

Do Strategic Points create movement rather than static clustering?

Economy

Does ENE produce meaningful trade-offs?

Match length

Do victory conditions resolve games without arbitrary endings?

Card value

Is a strong card strong because of cost, position or raw efficiency?

AI doctrine

Can automated players express faction identity rather than generic tactics?

Edge cases

Can the rules survive unusual combinations and long matches?

Usability

Can players understand what happened and why?

One world. Two playable forms.

Digital and Tabletop test different weaknesses.

Arena Rubra Digital and Arena Rubra Tabletop are two expressions of the same strategy system. Digital play accelerates iteration, telemetry and large-scale balance testing; tabletop play exposes the physical clarity, pacing and decision weight of every rule. Each version tests the other, and both evolve from the same strategic core.

The goal is not numerical identity between the two versions. The goal is preservation of the same strategic character while each medium is allowed to demand different solutions.

Digital is good at
RepetitionSimulationTelemetryAI testingEdge casesRapid balancing
Tabletop is good at
ReadabilityPhysical usabilityCognitive loadComponent clarityHuman decision flowManual rule discipline

AI-assisted, human-directed

AI is used throughout Arena Rubra development as an engineering and analysis partner: to reason about systems, propose implementations, investigate regressions, inspect telemetry and help translate design requirements into code.

That does not remove the need for direction. Rules still have to be chosen. Builds still have to be tested. Unexpected behaviours still have to be reproduced. Features still have to earn their place, and a statistically interesting result still needs to be interpreted in the context of the game that produced it.

The project is therefore less interesting as a claim about what a prompt can generate and more interesting as a record of what becomes possible when implementation speed is paired with requirements, acceptance criteria, repeated testing and deliberate rejection of solutions that do not work.

Project status

Arena Rubra Digital remains an active work in progress. The browser build is real and playable, while interface details, balance, AI behaviour, maps, assets and supporting tools continue to evolve through validated baselines.

The public repository remains the reference point for the code shared outside the local development archive. The live application is a development-facing demo rather than a claim of final release status.

Arena Rubra artwork showing opposing blue and red forces facing each other across a ruined battlefield.
Product hub

Distribution, documentation and release status.

Arena Rubra already has a playable browser build and public repository. This hub separates those real endpoints from the Starter roadmap, future community surfaces and any later commercial edition.

Available now

Play

Available

The current browser demo is public and playable.

Play now

GitHub

Available

The public repository remains the code reference shared outside the local development archive.

Open GitHub

Support

Available

Voluntary project support routes through the shared GVibeDev Support page.

Open Support
In development

Starter Game

In development

The free Starter Game is the next product-facing public target; the current demo must not be presented as its final form.

In development

Documentation

Planned

Dedicated player-facing documentation will be published when the Starter rules surface is ready.

Planned

Changelog

Planned

The site does not yet expose a dedicated Arena Rubra release changelog surface.

Planned
Future surface

Community Depot

Planned

The future Community Depot will require its own content and moderation workflow; no backend is implied by this page.

Planned

Cards

Planned

Cards already exist inside the game, but a public community catalogue is not published yet.

Planned

Decks

Planned

Deck tools exist in the application; a public shareable deck catalogue remains future infrastructure.

Planned

Maps

Planned

Map authoring exists in the application; a public map catalogue or Depot endpoint is not active.

Planned

Full Edition

Planned

A possible commercial Full Edition remains a future distinction, not a current product or purchase offer.

Planned