Territory Wars
Capture territory by physically walking to it.
- Context
- RevenueCat Shipaton 2026 · Hackathon
- Role · Tools
- To be added
The mechanic
A city is divided into hexagonal territories. Players physically walk, run, cycle, or hike to capture and defend hexes — solo or as part of a guild. An accessible wheelchair-mobility mode is supported as a first-class activity type, not a retrofit.
The design problem
Location games tend to either gate progress behind ability, favouring the fastest and fittest, or make monetization pay-to-win. Territory Wars is built to avoid both: cosmetics, a battle pass, and themes are the only things premium buys — every gameplay-affecting feature stays free, and every supported activity type is a genuine way to compete, not a fallback.
Anti-cheat as a design constraint, not an afterthought
GPS spoofing, vehicle detection, and impossible-travel-speed validation all had to be designed in from the start, since the entire game’s fairness depends on “did you actually go there.”
Key decisions
No AI-as-a-feature
Deliberately kept out of the core game. The interesting system is the city and the people moving through it.
Wheelchair mobility as a core activity type
Treated as a genuine way to compete from the concept stage, not an accessibility retrofit added at the end.
Cosmetic-only monetization boundary
Enforced as a hard rule from the concept stage — premium buys themes, a battle pass, and cosmetics. Nothing that touches gameplay.
Visuals
- Hex map mockupPending
- Guild / team UIPending
- Pitch deck excerptPending