Kosmograd: Solo-Building a Lunar RTS

What shipping a strategy game solo teaches you about product management

A casual lunar colony survival RTS I'm building solo in Godot 4.3+. Manage oxygen-starved cosmonauts, construct pressurized habitats, and balance power grids during the Cold War space race. Think RimWorld's emergent chaos meets Command & Conquer's base-building with Oxygen Not Included's survival pressure.

The complexity of RTS

RTS games demand interconnected systems, pathfinding, resource economies, (often) combat balance—that studios usually assign to entire teams. Add part-time development and zero art budget, and scope management becomes critical.

Core challenges:

  • System complexity: Unit movement → power consumption → oxygen production → worker assignments. Break one, cascade failure.
  • Visual constraints: No 3D artist means stylized 2D and creative camera work.
  • Difficulty balancing: Too hard = frustration. Too easy = boring.
  • Scope creep: Every "cool idea" adds 40 hours. Ice mining? Vehicles? Fire hazards? All deferred.

Studied RimWorld, Total War, C&C, and ONI to make smart UX decisions that create fun without hand-holding.

What I Shipped

Shipped the core loop end-to-end using Godot's node system, GDScript, and Claude Code for technical acceleration.

Key systems:

Worker Assignment

Drag colonists between mining/construction/research

Grid-Based Building

Oxygen radius visualization for habitat placement

Survival Pressure

Balance oxygen production and power grids

Quest Framework

Guidance without railroading player decisions

Critical pivot: Early playtesting showed everything worked but felt identical. Players followed linear quest paths with no meaningful choices.

Solution: Stopped adding features. Made existing systems interesting. Deferred new resources/vehicles to Q2. Focused on variance—randomized starts, branching quests, exploration incentives before base commitment.

What's Next

Refining for Q2 2026 Steam launch. The core works; now it needs to feel alive.

Current focus:

  • Transform checklist quests into immersive narrative with tradeoffs
  • Resource variance that forces scouting
  • Environmental storytelling (abandoned equipment, cosmonaut logs, artifacts)
  • More playtesting, balance passes, Steam page, trailer
Play now