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Coloniser

2025-present · RTS Creator + Technical Director · Unity

Studio: Cantos Games — started from pre-production

RTSMMORTSUnityNetworkingSystems

A survival-first persistent RTS built around long-running worlds, colony growth, resource pressure, diplomacy, and large-scale conflict.

The story

Coloniser is the RTS project I started from pre-production, helping shape the technical and gameplay spine early: camera, units, colony systems, resources, progression, networking pressure, world persistence, and the thousand small decisions that make an RTS feel coherent rather than merely busy.

The pitch is survival-first strategy. Players begin vulnerable, earn the right to expand, and build toward persistent conflicts where territory, alliances, logistics, and timing matter as much as unit control.

Technical highlights

  • Core RTS systems: selection, camera, orders, resources, building rules, and player-facing feedback loops.
  • Persistent multiplayer structure designed for long-running worlds rather than isolated short matches.
  • Colony and progression systems built to support expansion, pressure, and strategic recovery.
  • Unity production stack with attention to scale, readability, and iteration speed.

Outcome

Coloniser moved from pre-production and ambitious RTS prototyping into a public-facing Steam project. It is the clearest bridge between my technical art background, systems design instincts, and long-term independent game-development direction.