You play a warlord, not a single hero. You build up cities, recruit talent and spy on rivals. When armies meet, play moves to a dedicated 3D battlefield. Generals lead squads, use signature tactics, and can end a battle by riding out to duel.
GenreGrand-strategy simulation on a month-by-month campaign map, with hex-based, turn-based tactical battles (field battles and sieges) on dedicated 3D battlefields.
1,132 named generalsEach has five core stats, traits and tactics. Squads are a leader plus two lieutenants, so a famous name changes how a unit fights.
Duels and debatesCinematic mounted duels in 3D, plus a card-based debate duel for the war of words. Results swing the surrounding battle.
Internal affairs, diplomacy, espionageStreamlined realm management, alliances and schemes, and scouting that reveals enemy supplies and traps before the fight.
Reinforcement-learning AIBattle AI blends fixed rules with learned scoring. Training runs against the real game rules (Python training, native C++ rules core, Godot runtime).
TechGodot 4.7 with a C++ (GDExtension) rules core. Planned languages: Korean and Japanese (UI, voice, subtitles), English, Simplified and Traditional Chinese (UI, subtitles).
1,132named generals in the roster
15generals with bespoke 3D duel models today
3battle layers: strategy, hex tactics, 3D duel
100%of 3D models generated in Tripo Studio
Status: in development, not yet released. The store page and a demo product are registered on STOVE (publisher: FAMOJU CO.,LTD.); Steam is a planned target. Everything on this page is captured from the running game or its production tools.
02 · Made with Tripo
Every 3D asset in this game was generated with Tripo
Duelists and their horses, weapons, battlefield troop units, castles and town buildings, siege engines: every 3D model in the game starts as an image in Tripo Studio. Blender handles rigging and animation, and Godot brings it all to life in the battle.
Image to 3DEvery asset starts from a drawing or concept image. Generals use full-body A-pose art, buildings use part drawings. Tripo Studio returns a textured PBR model (HD, v3.1, up to 8K colour maps).
RetopologyTripo’s retopology and texture output give game-ready budgets. Our first Lu Bu trial went from 1.97M raw triangles to about 20k quads; shipped riders run roughly 45–90k triangles.
Blender: rigging and animationHumanoids use Tripo’s auto-rig (41 bones), then skin weights are cleaned and weapons bound to the hand. Horses are rigged with Rigify. Castle and siege models are split into parts so gates, wheels and arms can move. A shared motion library is retargeted.
GodotEverything is assembled at runtime: rider, horse and weapon on sockets, castle parts on a town layout, troop models in massed formations. Swapping a horse or a weapon is one data row.
35duel models: 17 riders, 6 horses, 12 weapons
26troop, siege and ship models: 16 land troops, 5 siege engines, 5 ships
33castle and town kit parts
85Tripo credits per general (65 generate + 20 rig), measured
Duelists, horses and weapons
15 generals have bespoke models, and two shared riders (male and female) cover everyone else:
Zhang Fei
Lu Bu
Guan Yu
Zhao Yun
Xu Chu
Ma Chao
Sun Ce
Wen Yang
Gan Ning
Zhurong
Dian Wei
Huang Zhong
Sun Jian
Zhang He
Wen Chou
Captured in our duel model editor (the in-house tool we use to check every general, horse and weapon).
Guan Yu on Red Hare with the Green Dragon Blade, in our duel model editor. Rider, horse and weapon are separate Tripo assets.Lu Bu with his halberd on Red Hare. The same horse model carries any rider.Zhang Fei with the Serpent Spear on a black war horse.Xu Chu with his great blade on an armoured bay.Red Hare on its own: a Tripo-generated horse with PBR textures and a Blender-built rig.
Concept art (A-pose, two candidates per officer) used as the image-to-3D input for a Tripo batch.Tripo Studio generation settings used in production: HD model, v3.1, ultra mesh, AI enhancement, 8K texture, de-lighting, PBR, 100,000 triangles, 65 credits. The input thumbnail is the Guan Yu job; the viewport shows another Tripo horse asset from the same workspace.Guan Yu (97,592 triangles) in Tripo Studio's 3D rigging panel, AI rig v1.0 (humanoid), 20 credits.Ten Tripo-generated, auto-rigged generals (94–99k triangles, 41 bones each, 8K colour maps). Archived batch, not the in-game versions.Guan Yu: two Tripo-delivered body versions compared in neutral light (left 20k triangles / 2K texture, right the in-game 8K-texture version; labels in Korean).Red Hare: Tripo-generated horse with PBR textures, rigged in Blender, rendered natively in Godot 4.7.Guan Yu's Green Dragon Blade, Tripo-generated polearm shown from four views (front/side, two blade-shape variants compared).In-game 3D duel (Zhao Yun vs Lu Bu): Tripo-generated officer, horse and halberd.In-game duel intro: Guan Yu on Red Hare on the forest duel ground.In-game sequence of Lu Bu's signature move versus Guan Yu, Tripo-generated characters and weapons with real-time particle effects.Rear camera on a charge. Rain, dust and lighting come from the battlefield stage.Victory beat after a duel, played with the winner's 3D model.Horse clip sheet: gallop, rear, jump and idle cycles on the Blender Rigify horse rig.
Battlefield troop units
Every unit type in the game has its own model: 16 land troop types across infantry, archers and cavalry. They are captured below one by one in our unit model viewer, with the same camera and background. In battle they are instanced into massed formations.
Infantry 6
Light InfantryQingzhou InfantryWhite-Ear InfantryDanyang InfantryFormation-Breaker ElitePeasant Levy
Archers 5
Short-Bow ArchersHeavy CrossbowmenWudang Flying TroopsZhuge CrossbowmenVanguard Crossbow Corps
The five infantry troop types (rows) as massed in-game crowds, with colour-grading comparison columns (labels in Korean). Each type is a Tripo-generated, rigged model rendered with GPU crowd animation."Baekma" cavalry troop model (rider + horse, built from three separate Tripo FBX deliveries) in a six-frame run cycle.A troop block advancing on open ground: every soldier in the formation is a 3D model.
Castles and town buildings
Walls, gates, towers, halls and houses come from a kit of Tripo-generated parts that the game assembles into each city.
Curtain wall, bastion and watchtower assembled from kit parts.Outer gate tower and wall seen from the field side.
Siege engines
Rams, catapults and siege towers are generated as single meshes, then split into parts in Blender so they can roll, swing and fall apart.
Battering ram, split into parts for animation (colours mark parts).Counterweight catapult with its stone, split into arm, frame and wheels.Cloud ladder, split into parts for animation (colours mark parts).Siege tower with its drawbridge arm, split into animated parts.Close-up of a siege-engine wheel: the textured Tripo surface in a Blender review.
Ships
Five ship tiers for naval battles, from a one-sail skiff to a five-deck flagship, each modelled as a single vessel with oars and rigging.
Editor and HUD text is in Korean in the current build. Review sheets use colour to mark mesh parts. Captions say what each image shows.
03 · Screenshots
From the running game
StrategyStrategic map, 194 CE scenario: pick a city, manage the realm, raise armies.TroopsField battle on a 3D battlefield: hex-based, turn-based, squads led by named generals.TroopsTroop formations with banners on the battlefield, in 3D.CastleCity gate and curtain wall from the castle kit, built from Tripo-generated wall, gate and tower parts.SiegeSiege battle: gate, walls and fire. Terrain and weather change how a fight plays out.Siege engineA Tripo-generated catapult deployed on the field during a siege.SiegeNight siege: time of day and weather are part of the battlefield.DuelDuel cinematic: Zhao Yun and Lu Bu on foot, round two. One shared motion library drives every general.DuelMounted generals charge across the 3D duel stage. Round counter and health bars on top.DuelDuel versus screen: a general-versus-general contest that can turn a whole battle.BattleA general's signature tactic triggers a cut-in during battle.DebateDebate duel: a card-based war of words between two generals.StrategyPersonnel screen: search for talent and recruit from 1,100+ named generals.
All captures are from the current Korean-language development build. English interface and subtitles are part of the release plan.
04 · Roadmap with Tripo support
From 15 generals to the whole roster
The pipeline is proven and automated. What limits us is credits and production time. Support would let us scale it to the whole cast.
Every general in 3D duels
Today 15 of 1,132 generals have their own model.
Next batch: [TBD] generals, ordered by in-game martial rating.
Measured cost: 85 credits per general (65 generate + 20 rig). Every 100 generals is about 8,500 credits.
Target roster: [TBD] generals by [TBD date].
Consistent Han-era armour and weapons
Period-accurate kits, reused across generals, so an army looks like one world.
Armour and weapon families: [TBD] kits (lamellar, scale, robes, polearms, swords, bows), shared by generals and troop units.
Reference set and style guide built from our existing art bible.
Per-faction palette variants without re-generating bodies.
Physical figurines
The same Tripo models, prepared for printing, as collector pieces and backer rewards.
Pilot run: [TBD] figurines of [TBD] flagship generals.
Print-ready mesh and base design workflow.
Budget and fulfilment partner: [TBD].
Requested support
[TBD] (credits / funding)
Timeline
[TBD] months
Release plan
STOVE (store page and demo registered), Steam planned. Date [TBD]
Tripo credit
Made with Tripo credit in the game, store page and trailer