In active development

Mobile city-state action strategy

Rule from above.
Fight from within.

Govern a living settlement, command the war and step onto the same battlefield as your mortal hero. Every blessing shapes the world. Every excess awakens a cost.

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Coming to Android · Single-player vs AI

F & W
25 minTarget match
2Equal city-states
4Core resources
3Playable peoples
01

One world. Two ways to lead.

Govern the war—until you enter it.

Readable mobile strategy meets direct hero control. The economy, armies, rituals and threats never pause when your perspective changes.

God View
◈

God View

Shape policy, grow the settlement, read the frontier and command squads with low-micro mobile controls.

Same battlefield · Same simulation · No hidden pause

A complete match in one sitting

Every phase asks a different question.

00–0401

Establish

Secure food, housing and the first routes.

04–0802

First pressure

Read the omen. Prepare your response.

08–1403

Expand

Safe resources thin; contested ground matters.

14–2004

Contest

Raid, defend and stage meaningful armies.

20–2605

Escalate

Divine pressure rises. Siege changes the field.

26–3206

Endgame

Break the rival core—or survive the last stand.

02

Three peoples. One fair simulation.

Choose the shape of survival.

Your people changes movement, terrain affinity and battlefield identity. Your rival obeys the same city-state rules—no free armies and no hidden economy.

veldrak visual identityveldrak

Steppe · Momentum · Order

veldrak

Children of the Steppe

Centaur clans built for open ground, mobile pressure and frontline leadership.

  • Charge & mobility
  • Durable structures
  • Mentera affinity
=

The rival is a real city-state

Human and AI issue different decisions into the same rules. Buildings cost resources. Soldiers need supply. Heroes can fall. Victory comes only when a settlement core reaches zero.

03

Power is never neutral

Favor lifts. Wrath remembers.

Favor and Wrath are not a morality bar. They can rise together—turning rituals, omens and anomalies into visible consequences across the land.

MenteraOrder · Law · Structure

Protection and the strength to endure.

SenteraFlow · Life · Creation

Abundance, change and living opportunity.

AetherionTime · Fate · Omen

A passive presence watching beyond worship.

Favor and Wrath world states
Favor 72UneasyWrath 28
Steppe, delta and cliff world

A frontier that reacts

Adversity leaves opportunity behind.

Drought can expose timber. Flood can create fertile ground. Rockfall can reveal stone. Omens warn before impact, and every aftermath changes the next decision.

◆   Food · Wood · Stone · Metal
01

Steppe

Open sightlines and mobility warfare.

02

Delta

Food-rich crossings and ritual waters.

03

Cliffs

Choke points, height and wind pressure.

04

From the production archive

A mythic world, built for a phone screen.

Painterly silhouettes, strong cultural shapes and clean battlefield readability guide every environment, building and character.

Favor and Wrath world awakening

The first chronicle is taking shape

Be there when the world awakens.

Favor & Wrath is an independent mobile strategy game in active development. Follow the project or contact the founders for press and collaboration.

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