SYSTEM ROOT: ABOUT THE PROJECT
// THE MISSION
Shattered Allegiance is a solo indie project built with the Unity Engine. Its goal is singular: to create a modern, faithful spiritual successor to the legendary 1990s asteroid-colonization RTS games, specifically Fragile Allegiance (1996) and its predecessor K240 (1994).
Those classic titles offered an incredibly unique blend of macro-economic management, complex corporate diplomacy, espionage, and brutal tactical combat. I want to bring that tension back to life, armed with modern graphics, improved UI/UX, and refined AI behaviors, while preserving the hardcore, unforgiving spirit of the original games.
// THE GAME
At its core, it's a macro-scale game about ruthless corporate expansion in deep space. You take on the role of a corporate commander tasked with colonizing and exploiting procedurally generated asteroids.
This means you aren't just commanding an army; you're managing complex, interconnected colonies. You must extract and process ore, but more importantly, you have to manage life support. Every colony requires an intricate web of power grids and pipelines to supply air, water, and food to your workforce.
Beyond the economy, it features high-stakes tactical combat. You build and manage fleets of ships with synchronized movement, establish automated trade routes across your empire, manufacture devastating ordnance like nuclear missiles, and defend your operations against rival corporations competing for dominance.
// THE DEVELOPER
I am building this game single-handedly. My background includes over 10 years of professional programming experience, backed by a Game Design degree from Uppsala University. I grew up playing 4X and strategy games, and Fragile Allegiance was always one of my absolute favorites. I officially laid down the first lines of code for this project back in December 2020. Since then, every line of C# code, every shader, every UI panel, and every system architecture decision has been driven by a deep love for this specific niche of sci-fi strategy.
Developing a grand strategy game alone is a massive undertaking. To stay focused and transparent, I will be documenting the technical journey on the Development Comm-Link. Since there is no pathfinding in the game (space is vast and mostly empty!), my technical updates will focus heavily on topics I am deeply passionate about: game AI—which was the focus of my university thesis—and architecting robust systems like Hierarchical Task Networks (HTN) and custom reactive UI frameworks within the Unity Engine.
// CURRENT STATUS
The project is currently in the pre-alpha stages. The foundational systems—asteroid generation, core resource loops, basic UI infrastructure, and initial combat mechanics—are functional. You can track my specific progress and what I'm working on right now via the Development Roadmap.
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