TAIKUNDA

A real-time, three-layer steampunk strategy game.

Build a floating city. Outrun a wall of nothing. Trade broadsides between airships. Colony, campaign, and combat — one run, no turns, no second chances.

Pre-alpha · Coming soon to Steam

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The empire holds the core. The Voidwall pushes from the rim. You are caught between them.

Taikunda is a real-time, three-layer steampunk strategy game. You command a colony ship fleeing across a dying galaxy. A wall of nothingness consumes the universe behind you, driving you forward. An authoritarian empire's blockade waits ahead. Between them lies your only chance: the safe haven at the galaxy's center. Three layers. No turns. No mode switches. Every shortage in your colony bleeds into the campaign. Every battle you lose costs fusion you can't afford. You're not winning a war — you're staying ahead of one.

One continuous run

Three layers. One game.

They aren't separate modes. They're the same game — and every decision cascades across all three.

— I —

The Colony

Build a steampunk floating city across up to five connected platforms. 30+ buildings, fusion pumped through brass conduits. Workers are people, not numbers — names, families, grudges. None auto-assign.

— II —

The Campaign

A 21×21 galaxy of 337 hand-rendered tiles. Harvest scrap, gas, and vortex energy from the rim toward the core. Conquer planets. Discover what the empire is hiding. Outrun the Voidwall.

— III —

The Battle

Drop into real-time naval combat. Trade broadsides between steampunk airships. Board enemy hulls. Lead squad-based ground engagements on biome-themed arenas above the planets you take.

What you'll command

Five things that define the run

Campaign world chart at Nettlecrag
Feature

Three Connected Layers

Colony, campaign, battle — one run. The three layers aren't separate modes; they're the same game. A worker shortage in your colony bleeds into a weak garrison. A failed broadside puts your refugees one cycle from starvation. Every decision cascades.

Battle stations, enemy patrol engaged
Feature

The Voidwall

A wall of nothing eats the galaxy. It advances on a difficulty-set cycle and consumes any tile it touches — planets you've conquered, portals you haven't used, territory you haven't explored. There is no holding it back. You can only outrun it.

Colony night shift on the floating city
Feature

The Floating City

30+ buildings across five platforms — workshops, refineries, fusion reactors, hospitals, taverns, shrines. Pump fusion through brass conduits. Lift buildings off the deck to dodge real-time asteroid storms. Stay too long and your power grid collapses.

The Black Wrath's attack cone in naval combat
Feature

Steampunk Naval Combat

Issue orders. Hold the line. Line abreast, column, salvo, hold — commands flow to every ship in the wing. Port and starboard reload independently. Three ammunition types, four damageable subsystems per ship. Lose your captain and the ship goes feral.

Old Morrow Gate campaign tile
Feature

The Campaign Map

A galaxy you take one tile at a time. A 21×21 grid of hand-rendered tiles — scrap and gas at the rim, vortex energy and contested planets toward the core. Every move costs fusion. Every tile you don't take is one the wall reaches first.

"There's an empire in front of us, a wall behind us, and a tank that empties either way."
— Captain's log, Taikunda
At a glance

Fusion is everything

Fusion powers every building, every workshop, every move on the campaign map. Run dry and the ship stops — and a stationary city is a Voidwall meal.

Players
Single-player · 30–60 hour campaign
Achievements
64 in the base game
Workshop
Custom ship hulls & city banners
Controller
Full support · tested on Steam Deck
Cloud saves
Pick up your city across devices
Engine
Built solo in Unreal Engine 5
The galaxy is dying

You don't have to die with it.

Taikunda is a long, hard, no-turn strategy game about loss and hope under pressure. Add it to your wishlist and be there when the wall starts moving.

Wishlist on Steam