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Rebuilt an old-school browser strategy game inspired by Inselkampf

Rebuilt an old-school browser strategy game inspired by Inselkampf

by darrenmoorebkk·Mar 2, 2026·2 points·0 comments

AI Analysis

●●SolidRabbit HoleCozy

Faithful Inselkampf reboot with modern UX, built partially via Claude Code on a road trip.

Strengths
  • Captured the core slow-burn loop of the original: check-in, queue actions, come back later. Respects player time.
  • Six distinct playstyles (Warlord, Farmer, Spy, Raider, Turtle, Merchant) provide real replayability and strategic variety.
  • Fully playable live multiplayer with marketplace, espionage, alliance systems—not a prototype.
Weaknesses
  • Browser strategy MMOs are a crowded genre with established players (Travian Legends, OGame, Supremacy 1914); no clear differentiation beyond nostalgia.
  • No monetization or retention levers visible—how does this sustain long-term server costs and development?
Category
Target Audience

Casual strategy game players who enjoyed Inselkampf or games like Travian, OGame

Similar To

Travian Legends · OGame · Supremacy 1914

Post Description

A while ago I played Inselkampf, a slow-burn browser strategy game. I was never very good at it but I loved logging in a few times a day to build, upgrade and spy on other islands.

That idea has stuck with me for many years and I've given it ago to write the game multiple times. The original game had a good amount of depth and although the tick system is pretty straight forward my early attempts I just flaked out.

So with Claude Code on the mobile around I gave it ago. While I was on a road trip I built the backend, basic frontend and fully tested without even looking at it. It started as a bit of a challenge to see how far AI could go without even uploading or testing it. Once I got back home I git pulled it and.. well the backend and ticks worked well but the frontend was a mess. So I spent a few days tidying it up and it's ready for some play testing.

It's a real-time multiplayer browser strategy game where players build islands, train fleets, form alliances, and compete in a persistent world. Combat is timer-based and diplomacy-driven, with no pay-to-win mechanics.

It’s still early and evolving — happy to answer technical or design questions.

Link: https://inselnova.com/

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