Base-Manager · concept brainstorm · September 2026

Five Keeps

Five concepts for a side-view fantasy castle builder, each with a mockup, a check against existing games, the scope for one developer, and the question a prototype has to answer. The recommendation comes first.

The problem with the pitch

As written, it's already on the Play Store twice.

The Elder Scrolls: Castles (Bethesda Game Studios, global launch September 2024) is Fallout Shelter in an Elder Scrolls castle, made by the Fallout Shelter team. Hustle Castle (MY.GAMES, 2017) is a side-view medieval Fallout Shelter with invasions and PvP raids. Craft the World, Kingdom Two Crowns, Hammerting, Grow Castle and Castle Doombad cover most of the rest, and Kingdom III is due in 2027.

The opening: Castles has no castle defense at all (its battles happen away from the castle), and Hustle Castle's defense is a free-to-play PvP layer. A fantasy setting and a side view won't set you apart. A defense mechanic that only works in cross-section can.

Recommendation

Hoardkeep, with Countermine's tunnel war as its defense.

You build on a sleeping dragon, and everything makes noise: your forges, your gold-skimming, and the enemy's tunnels. You defend by listening for their digging. Your own noise risks waking the dragon, and waking it on purpose is your last-resort weapon. It has the clearest hook of the five, fits a portrait phone, and one person can build it.

  • If PC/Steam is the first market instead, build pure Countermine. It's the most novel of the five; the search found no game built around it.
  • Before committing, run the two one-week greybox fun-tests and drop whichever fails its kill criteria.
  • The ranking depends on my weights. Change them if your priorities differ.
CountermineHold the walls. Win the war beneath them.PC pick
HoardkeepBuild on a dragon. Try not to wake it.Recommended
MirrorholdEvery room you build has a reflection. Something lives down there.
ColossusYour castle is inside a dead god-machine. Wake it.
DeadholdThey keep attacking. You keep hiring.

What's already taken

Checked by web search in September 2026, closest matches first. The side view, the fantasy castle, rooms full of people, and waves of attackers are each covered several times over.

GameReleasedViewWhat it doesOverlap
The Elder Scrolls: Castles2024 global (Play early access 2023) · mobile onlySide-view cutawayFallout Shelter's formula in a Tamriel castle: one real day is one year, dynasties and heirs, throne rulings, inherited traits, heroes sent on quests. No castle defense; the main internal threat is subjects plotting to kill the ruler. Free-to-play with IAP and a subscription pass.Very high
Hustle Castle2017 · mobileSide-view cutawayA medieval Fallout Shelter: rooms, dwellers, PvE invasions and PvP castle raids. Still running.Very high
Fallout Shelter2015 · mobile, PC, consolesSide-view cutawayRooms, dwellers, exploration. Raiders and Deathclaws break in through the vault door; fires and pests break out inside.Very high
Craft the World2014 · PC (DLC through 2025)2D side viewDwarves dig, build and craft, then fortify against monster waves.High
Hammerting2021 · PC2D side viewA dwarf mining colony inside a mountain, with fighting underground.High
Kingdom Two Crowns2018 · PC, consoles, mobileSide-scrollerA monarch spends coins on recruits and walls, then survives nightly Greed attacks. Kingdom III was announced in August 2026 for 2027.High
Castle Doombad2024 re-release · PC, mobileSide view, many floorsYou are the villain. Stack trap floors to stop heroes climbing to your castle's top.Medium
Grow Castle2016 · mobileSide viewAdd floors to the castle; the heroes on each floor shoot at incoming waves.Medium
Dome Keeper2022 · PC, Xbox2D side viewMine under the dome between waves, then run up and defend it.Medium
Legend of Keepers2021 · PC, SwitchRooms in a linePlace monsters and traps; turn-based fights against raiding heroes.Medium
Airships: Conquer the Skies2018 · PCSide-on "ant farm"Build ships from rooms; crews man guns, fight fires and board by grappling hook.Medium
Siege Survival: Gloria Victis2021 · PCIsometricSurvival management inside a besieged castle: craft by day, scavenge by night.Theme only
The Wandering Village1.0 in 2025 · PC, consolesTop-downA village on the back of a giant walking creature.Theme only

Sources: Steam store pages, UESP, GameSpot and GamesRadar, read through search results because direct page fetches were blocked. Not confirmed: whether TES: Castles plays in portrait or landscape. Small itch.io and game-jam titles are the likeliest misses.

What I assumed about you

These drive the scope and platform scores. If one is wrong, the ranking changes.

One developer, web stack

Canvas or WebGL in the browser, no native engine. Web-stack games have shipped on Steam: Vampire Survivors launched on Phaser, and CrossCode shipped as HTML5 inside NW.js.

PWA first, TWA on Play

GitHub Pages for the web build, a Trusted Web Activity for Google Play. TWAs can take payments through Play Billing using the Digital Goods API.

Art one person can make

Low-res pixel art. The mockups below use 320×180 and 180×320 base resolutions, which is cheap to animate and forgiving of rough drawing.

No servers at launch

That rules out async PvP raids and any design that needs live ops to stay fair, which is where Hustle Castle lives.

LandscapeRoguelite runsPC pick

Countermine

Hold the walls. Win the war beneath them.

Mockup, 320×180 base resolution, animated
  1. Enemy sap. Only the stretch your posts have heard is drawn; the rest is guesswork (red dots).
  2. Listening post. A soldier with a drum sends back a direction and a distance band.
  3. Your countermine, heading to cut the sap off before it reaches the tower's foundations.
  4. Trebuchet stones crack the curtain wall. Repairs compete with digging for the same workers.
  5. Cellar economy: granary, well and infirmary. Food is finite; the siege is a countdown.

A besieging army arrives, and relief is forty days away. Above ground it's a conventional siege: walls, archers, trebuchets, rationing. Below ground their sappers are digging toward your foundations, and you can't see them. You listen for them, dig countermines to cut them off, and fight in the dark.

Core loop, one siege day

  1. Dawn report: stores, damage, and what the listening posts heard overnight.
  2. Set the day's orders: rations, shifts, where to dig, what to repair.
  3. The day runs in real time with pause: bombardment, repairs, digging, tunnel fights.
  4. Night brings assaults, sorties, sickness and desertion checks.
  5. Win by lasting until relief arrives, or by wrecking enough engines and morale to break the siege.

The new part: fog of war underground

  • Enemy tunnels stay hidden until detected. A listening post gives a direction and a distance band; a scrying mage can reveal one segment, at a price. Listening for mines is historical: Herodotus describes a smith at the siege of Barca finding Persian tunnels by tapping a bronze shield, and WWI tunnellers used geophones.
  • You choose where to dig. When galleries meet, it's a tunnel fight or a dirty trick: smoke, flooding from the moat, or pulling the props to bury the sappers and weaken the ground above.
  • A sap that reaches your foundations gets fired. The props burn, that stretch of wall falls, and the assault comes through the breach at night.
  • Every worker underground is one not repairing walls or tending the kitchen garden. That labor split is the whole game.

Threats

Goblin sapper hordes that dig many shallow saps. An undead legion that never eats and never breaks, but moves slowly. Renegade legionaries with heavy engines. Wyvern riders setting roofs alight. Plague and deserters.

Structure

Roguelite. One siege is one run of about an hour, with a different castle and besieger each time. Between runs you unlock castellan traits, castle layouts and engineering doctrines.

Side view
Essential. It's the only view where the wall fight and the tunnel war are both readable at once.
Novelty
StrongThe search found no game built around detecting and intercepting tunnels. Tunnelling exists only as a unit or tactic: Stronghold's Tunneler, King Arthur's Gold, Cortex Command, RimWorld's sapper raids. Watch Dig In, a WWI trench sim in early access that lists tunnelling as planned.
Scope
MediumFor 1.0: 3 castles, about 14 room types, 5 besieger factions, about 40 events, tunnel combat.
Platform
Landscape. Best on PC and web; works on phones if each day becomes a turn.
Risks
Detection could collapse into a solved sweep pattern. Attrition sims can feel passive. The tone runs grim unless the fantasy side carries it.
Prototype asks
Is guessing where they're digging and racing to cut them off tense, or tedious?
PortraitPersistent keepRecommended

Hoardkeep

Build on a dragon. Try not to wake it.

Mockup, 180×320 base resolution, animated
  1. The forge is loud. Its noise travels down through the rock toward the lair.
  2. Stir meter. At 100% the dragon wakes.
  3. A flame vent fires on every exhale, so the trap corridor pulses to its breathing.
  4. The skim winch: gold now, stir later.
  5. An adventurer party walking in through the east adit.
  6. Dragonslayer sappers, heard but not yet seen, digging toward the hoard.
  7. The dragon: power plant, bank, and last-resort weapon.

Your clan's keep sits on the mountain where a dragon sleeps on its hoard. Its breath heats your forges, its shed scales armor your guards, and its gold pays for everything. Every hammer blow and every skimmed coin makes it stir. Dragonslayers want its head, adventurers want its gold, and your clan is all that stands between them and it. When you're about to be overrun, you can wake it on purpose.

Core loop

  1. Dig rooms into the mountain and staff them.
  2. Produce: forges, kitchens, trap workshops. Production makes noise.
  3. Keep the stir down with tapestries and moss, lullaby bards, feeding, and by timing loud work to its deepest sleep.
  4. Skim the hoard for fast gold and a big spike in stir.
  5. Defend. Parties walk in through the adits and dragonslayer sappers dig toward the lair. You have traps, guards, and vents that channel its breath.
  6. At 100% stir, or when you choose, it wakes and burns everything near its path, attackers first. Pay a tribute to lull it back to sleep, or it leaves and takes the hoard.

The new part: one noise system, three jobs

  • Your noise travels through the rock to the lair, and you can see the ripples. Depth is the trade-off: rooms near the lair get dragon heat and hoard access, but the dragon hears them better.
  • Their noise gives them away. Sappers digging toward the hoard are heard the same way; this is Countermine's tunnel war. Digging a countermine near the lair is loud, so every interception risks the wake.
  • Its breathing is a clock. Flame vents fire on the exhale, so trap corridors pulse on a rhythm you can plan around.
  • The dragon grows with its hoard: more heat, more power, more danger.
  • Waking it is a weapon. Timing a wake for the moment the dragonslayers break through is the signature play.

Who you are

A kobold clan (small, funny, good with traps, and the easiest to market) or a dragon-cult noble house (closer to the dragon priests of the Elder Scrolls). The mockup uses kobolds.

Threats

Adventurer parties on loot runs. A dragonslayer order whose crusades escalate. Rival clans raiding by tunnel. A necromancer who wants the bones. Cave-ins.

Structure

A persistent keep, like Fallout Shelter, with seasonal hunts and a long arc: the dragon ages, and eventually it's slain, it leaves, or it ascends. Short sessions work.

Side view
Strong. Noise traveling down through rock to the dragon, and depth as risk, only read in section.
Novelty
GoodThe combination looks new; the parts don't. Don't Wake the Beast (announced 2024) has a noise-driven awakening meter in a stealth roguelite, Clank! raises a dragon's rage with noise, and an itch.io "Dragon Game" has you direct kobolds as the dragon.
Scope
MediumFor 1.0: one mountain with procedural variation, about 16 room types, 6 enemy types, the dragon (one big sprite plus the wake set piece), about 50 events, the tunnel war.
Platform
Portrait with short sessions. A persistent keep suits phones and offline progress.
Risks
Players may hold stir near zero forever; a hunger cycle that forces periodic wakes fixes that, and a deliberate wake must sometimes be the best move. Expect Dungeon Keeper comparisons. The wake sequence is the one expensive art piece.
Prototype asks
Does greed against noise force a real decision every minute, and does a deliberate wake feel like a gamble that paid off?
PortraitDay/night halvesMost novel look

Mirrorhold

Every room you build has a reflection. Something lives down there.

Mockup, 180×320, cycles day and night
  1. Build a room above and its twin appears below. The ground line is the mirror.
  2. At night your sleepers' shadows work the twin rooms, upside down.
  3. Umbral horrors climb toward the reflection from the deep.
  4. A thin spot in the Veil. Things leak through where you've drawn too much essence.
  5. Raiders attack the real keep by day.

Your keep stands on the Veil, the thin skin between the waking world and the Umbra. Everything you build above ground also appears upside down beneath it, as a shadow keep worked by your people's shadows while they sleep. By day you run the castle and fight raiders. By night you run its reflection and hold back what lives in the dark.

Core loop

  1. Day: build rooms (each one creates its twin), assign workers, produce materials, fight off raiders.
  2. Night: your sleepers' shadows work the twins and produce essence. Wards and lanterns hold off the umbral horrors.
  3. Spend essence on wards, enchanted gear and rituals. Drawing essence thins the Veil.
  4. Damage crosses over. A fallen twin haunts its real room; a burned real room leaves its twin adrift.

The new part: a mirrored base

  • One build action, two rooms. Layout matters twice: a room that's safe above can be exposed below, where the reflection's rooftops face the deep.
  • Day and night alternate your focus, so you never run both realms at full intensity at once. On a phone screen that halves the load.
  • The Veil is your risk budget. Strong magic thins it, and thin spots let things climb into the real keep.

Threats

Above: raiders, bandit lords, a jealous neighbor. Below: shades, gloams, the drowned. When the Veil thins, both sides spill over.

Structure

A persistent keep or a campaign, with a day–night cycle of about six to eight minutes.

Side view
Essential. The ground line is the mirror.
Novelty
StrongClosest is Parallel Empires, a small itch.io game where each building spawns an upside-down copy in a mirror world, but that copy is an enemy and damage doesn't carry across. Flip TD flips the world to defend both sides.
Name
My first title was Veilkeep, but Veilkeeper (PocketLore Studios, a tactical RPG with base building) is too close. Mirrorhold is a placeholder and hasn't been checked.
Scope
Medium–largeTwin rooms double the design work. They don't double the art if the reflection is a palette-and-shimmer effect like the mockup's.
Platform
Portrait. The keep above and its reflection below fill a tall screen.
Risks
The hardest of the five to explain in a sentence, though a screenshot explains itself. The night half could become a chore instead of a second game.
Prototype asks
Is the night half fun on its own, or just a tax on the day half?
PortraitCampaign in actsBiggest scope

Hollow Colossus

Your castle is inside a dead god-machine. Wake it.

Mockup, 180×320, animated walk cycle
  1. A sealed chamber. Opening it gives you space and machinery, and raises the alarm.
  2. Guardian constructs, the colossus's immune system, waking behind a sealed hatch.
  3. The heart furnace powers every other system.
  4. Restored legs: the keep walks, and the landscape changes under it.
  5. Raiders chase it and try to board by grappling hook.

A brass colossus from a vanished civilization kneels in the wastes, dead for a thousand years. Your settlers move in. Each sealed chamber you open gives you space and ancient machinery, and wakes more of its immune system: guardian constructs that treat you as an infection. Restore its heart, then its limbs. Eventually it stands up, and your castle walks.

Core loop

  1. Open sealed chambers in a fixed anatomy: head, chest, arms, belly, legs.
  2. Claim, furnish and staff them. Repair its systems: heart furnace, hydraulics, optics.
  3. Handle the alarm. Guardians spawn from waking nodes; destroy them or reprogram them into defenders.
  4. Fight off scavengers who want its brass.
  5. Once the legs work, walk. Travel changes the biome, the resources and the threats, and raiders chase you and try to board.

The new part: the base is a body

  • The body is the map. Every chamber is hand-authored, with its own shape and machinery.
  • Alarm is the risk budget. The deeper you tamper, the more of the colossus fights you.
  • Reprogramming turns the internal enemy into your garrison.
  • The walking phase turns a base builder into a journey.

Threats

Guardian constructs, scavenger clans, wyvern riders, sandstorms. Late game, other colossi, which are also a scope trap.

Structure

A campaign in three acts: settle, restore, walk.

Side view
Strong. The body's silhouette is the map, and its anatomy stacks vertically.
Novelty
ModerateBases on walking giants are now a small genre: The Wandering Village (top-down, on a creature's back), Ark of Charon (2024; golem workers turn a walking World-Tree creature into a fortress) and Beyond These Stars (a city on a space whale). Settling inside a dormant machine whose guardians act as an immune system didn't turn up.
Scope
LargeThe walking phase is nearly a second game: parallax travel, biomes, chase fights. Cut it and the concept loses its payoff.
Platform
Portrait. A standing giant fits a phone screen.
Risks
Scope. Fixed chamber shapes remove the free room layout that makes Fallout Shelter-likes satisfying. It drifts from castle fantasy toward steampunk mech.
Prototype asks
Is opening a chamber exciting every time? The whole game rests on hand-authored chambers.
Either orientationNight wavesLeast novel

Deadhold

They keep attacking. You keep hiring.

Mockup, 320×180 base resolution, animated
  1. Skeletons haul the fallen through the gate and down the chute.
  2. The raising circle. Bodies rise keeping their trade: a dead smith is still a smith.
  3. Rot. Zombies decay on a timer; skeletons last; liches are rare.
  4. The crusade. Dread rises with your power, and each crusade is bigger.

You're a necromancer who has taken a ruined keep. Every raider, villager and crusader who dies at your walls becomes a worker. The living world escalates: more dread brings bigger crusades, which bring more bodies, which make you stronger, until a crusade is bigger than your walls.

Core loop

  1. Build crypt rooms and defenses.
  2. Survive the night's attack.
  3. Haul in the fallen and raise them by trade.
  4. Manage rot: zombies decay, skeletons last, liches are rare and expensive.
  5. Dread rises with your power, and the crusades escalate.

The new part

Attack waves are your labor supply. You want to be attacked, just not too hard.

Better use

As an unlockable faction or mode inside another concept, where it doesn't have to carry the whole game's novelty.

Side view
Moderate. Keep above, crypts below, bodies traveling down to the raising circle. It would work top-down too.
Novelty
LowDone in substance: Necromancer Accountant (corpses into minions, defend against human attacks), NecroCity (2023, undead city builder with tower defense), and Dungeons 3 and Dungeon Keeper (fallen heroes rise or convert).
Scope
Medium
Platform
Either orientation.
Risks
The least distinctive of the five. A dark theme narrows the audience on mobile storefronts. The snowball is hard to balance between runaway and death spiral.
Prototype asks
Can the snowball be tuned into a tense curve?

Compare

The scores are my judgment, not data. Weights start at phone-first because you ship to Google Play. Change a weight and the ranking updates.

Presets
Criterion and weightCountermineHoardkeepMirrorholdColossusDeadhold
Weighted score, out of 100

Weighted score

One bar per concept at the current weights. The leader is highlighted.

Mix and match

These mechanics transplant between concepts. The recommendation already uses the first one.

Listening and interception

From Countermine. Enemy tunnels are hidden until heard; you dig to cut them off. In Hoardkeep the same noise system that stirs the dragon also exposes sappers, so one system does three jobs.

CountermineHoardkeep

Alarm bell

Ringing the bell sends residents from their jobs to battle posts, and travel time makes layout part of defense. Ring early and production stops; ring late and the walls are empty.

All five

Structural load

Rooms have weight and supports have capacity. Bombardment and cave-ins cascade through a cheap graph check instead of physics, which buys dramatic collapses for little code.

CountermineHoardkeep

Self-destruct button

Waking the dragon, flooding the tunnels, tearing the Veil. Each concept is stronger with a catastrophe you can trigger on purpose that's sometimes the right call.

All five

Corpse labor

From Deadhold. Fallen attackers become workers. Works as an unlockable faction elsewhere, without carrying a whole game.

DeadholdCountermine

Time-loop siege

The keep falls every night and you keep only what you learned. Strong, but closer to a narrative puzzle game than a builder. Worth keeping as a mode.

Countermine

Ideas I cut

IdeaWhy it's out
Fallout Shelter in a castleThe Elder Scrolls: Castles and Hustle Castle.
Be the villain, stop the heroesDungeon Keeper, Dungeons, Legend of Keepers, Castle Doombad, War for the Overworld.
Castle-vs-castle async PvPNeeds servers, anti-cheat and a big player base. Hustle Castle's territory.
Floating castle you keep balancedAirborne Kingdom already tilts its flying city by lift and weight.
Last beacon against the darkKingdom's Greed, Frostpunk's heat radius, Don't Starve's darkness.
Build by day, defend by nightKingdom, Thronefall, Super Fantasy Kingdom. It's a pacing choice, not a hook.
Sealed-evil prison fortressOverlaps Hoardkeep, and the dragon is easier to grasp.
Guild hall that outfits adventurersRecettear, Moonlighter, Dungeon Village.
Run the besieging campThe inverse of Countermine. A possible second mode, not a first game.

Decisions you need to make

Each has my default. Open one to see the options.

Which concept

Hoardkeep
Hoardkeep + tunnel warClearest hook, fits phones, medium scope.
CountermineMost novel, deepest systems, best on PC.
MirrorholdMost striking look, least certain fun.

Pick the one whose prototype question you most want answered. If both fun-tests pass, the platform decision below breaks the tie.

Player presence

God view
God viewFallout Shelter style. You assign and build; nobody is "you".
AvatarTerraria or Kingdom style. You walk the keep as its lord.

An avatar adds controls, animation and combat feel, which roughly doubles the work before the management game is even fun. A lord unit you can take control of in a crisis gets most of the flavor.

Time model

Real time with pause
Real time with pausePlus speed controls. Standard for the genre.
Day turnsPlan, then resolve. Best for phones and for Countermine.
Idle timersOnly if you go free-to-play.

Timers pace a free-to-play economy, but they fight a defense game's fairness: attacks shouldn't land while the player is away and can't respond.

Structure

Depends on concept
Persistent keepFor Hoardkeep and Mirrorhold. One save, a long arc.
Roguelite runsFor Countermine. One siege per run, unlocks between.

Runs buy replay value from little content; a persistent keep buys attachment. Pick per concept rather than globally.

Orientation

Portrait
PortraitOne-handed phone play and a tall base. Suits Hoardkeep, Mirrorhold and Colossus.
LandscapeWide battlefield. Suits Countermine and a PC-first launch.

A TWA can lock orientation. Supporting both doubles the UI layout work, so pick one per platform.

Business model

Free demo, one-time unlock
Free demo + unlockWeb demo on GitHub Pages or itch.io, full game via Play Billing in the TWA, and Steam later.
Free-to-playTimers, IAP, live ops. The two games above already occupy it with bigger budgets.
Web-portal adsPoki or CrazyGames. Needs short sessions and a lighter game.

This is my reasoning, not market data. A solo developer can't outspend Bethesda or MY.GAMES on user acquisition, so compete on design and sell it once.

Art and renderer

Pixel art on Canvas 2D
Canvas 2DEnough for this sprite count. The mockups run on it.
PixiJSWebGL batching and filters. Worth it for Mirrorhold's reflection shader or hundreds of units.
PhaserScenes, input and audio included. More engine than a simulation-heavy game needs.

In this genre the complexity lives in the simulation, not the renderer. Keep the model separate from drawing so you can swap renderers later.

The next two weeks

Greybox fun-tests: boxes and text, no art. Each answers one plate's "prototype asks" question.

Week 1

Hoardkeep: greed against noise

  • One mountain cross-section and five room types: forge, dorm, kitchen, tapestry hall, trap corridor.
  • The dragon as a box with a breathing timer and a stir meter.
  • Noise spreads through the room graph by breadth-first search, with falloff by distance and dampening per room.
  • One attacker type every three minutes, one enemy sap, and a wake button.

Pass: after 20 minutes you still want to push your luck, and a deliberate wake felt like a gamble.

Kill: the best play is "never run the forge", or waking is always right or always wrong.

Week 2

Countermine: detect and intercept

  • One wall, one keep, one besieger.
  • A 40×12 underground grid with fog of war. Enemy saps path toward the foundations with some randomness.
  • Listening posts return a direction and a distance band. Digging costs labor and time.
  • A fired sap drops a wall section, followed by a night assault.

Pass: interceptions feel like a hunt, and when you lose a wall you know why.

Kill: detection becomes a fixed sweep pattern, or the underground feels disconnected from the walls.

After the fun-tests, a vertical slice (one complete season or siege with near-final art) is my estimate of 8–10 weeks part-time. That's a guess; it depends on your hours.

What's checked and what isn't

So you know which parts to trust.

Established

  • Competitor facts in "What's already taken", from store pages, UESP and press coverage found by web search.
  • Novelty searches for each concept's core mechanic.
  • Historical mine detection (Herodotus on Barca; WWI geophones).
  • TWA payments through Play Billing; web-stack games shipping on Steam.

My judgment

  • Every score and weight in Compare.
  • Scope sizes, content counts, and the vertical-slice estimate.
  • Platform fit and the business-model advice.
  • The recommendation itself.

Unknown until built

  • Whether any signature mechanic is fun. That's what the fun-tests are for.
  • Small itch.io or jam games with the same idea; searches miss these most.
  • Trademark status of the working titles. Countermine, Hoardkeep and Hollow Colossus had no store matches; Mirrorhold and Deadhold weren't checked.

Mockups are drawn live on canvas from code in this page at their base resolutions, as a feasibility check on the art style. Working titles are placeholders.