These Disunited States
A downloadable game
Seventy years after the collapse, the former United States has fractured into something older: warlord kingdoms, merchant republics, theocratic orders, and highland clans who sealed their passes and emerged on their own terms. The Governor-King of Tessney presses north along the Ohio with marriage contracts and credible threats. The Iron Covenant runs its foundries at gunpoint and calls it governance. The Susquehanna Compact does not declare wars — it declares economic corrections. And the Prairie Covenant Riders have circuit-preachers who ride ahead of the army - which is not a coincidence.
You inherit a fiefdom. What you do with it is your problem.
Faith and Heresy
The Old Church offers ancient legitimacy but moves slowly. The Prairie Covenant spreads fast across the grasslands. Mountain Law does not yield to missionaries. As your territories change hands, faith maps shift underneath your administration. Let a holy site fall, ignore a region long enough, and heresy takes root. Faith generates or erodes legitimacy. Legitimacy keeps your vassals from reconsidering their oaths. There is no clean line between the spiritual and the political: they are the same problem.
Vassals and Betrayal
Fealty is a transaction, not a pledge. Offer fealty, demand fealty, accept terms, reject them. Manage mistrust, negotiate peace terms, and diplomatic victory may be possible. Be prepared for the defection you didn’t see coming from the vassal you trusted most.
Seasons of Ruin
Plan your conquests and economy around a full seasonal cycle that affects production, consumption and military campaigns.
A World of Characters that Remembers
The campaign follows Commandant Dessa Holt, a frontier officer of the Iron Covenant, coal-miner’s daughter, forty-one years old. The people around her have names. Sergeant Lenn Sutter has two daughters in the hill country and wants to go home. Mira Vance, Reckoner-Priest of Mountain Law, has no reason to lie to Dessa about what she sees. Narrative choices arise mid-campaign with no clean answers. Characters die permanently. Their names go on the Wall of Names. The Wall persists across missions.
Features
- WeGo simultaneous-turn resolution — all players and AI commit orders, all orders resolve at once
- Three faction archetypes — Militant, Religious, Mercantile — with differerent paths to victory
- Faith system with preachers, heresy and holy sites
- Vassal system layer on top of faction system to create a hostile and untrusting world
- Four-season calendar affecting farms, attrition, movement, raiders, and stability
- Characters for you to love and hate - and narrative choices to decide their fates
| Status | In development |
| Author | Making War Games |
| Genre | Strategy |
| Tags | 4X, Hex Based, Turn-based |
| AI Disclosure | AI Assisted, Graphics |

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