End of Empires: Breaking the Cycle
About the Game
END OF EMPIRES: BREAKING THE CYCLE is a Sci-Hy (scientific hypothesis) game—the second in the genre WILLSWAYSTUDIOS is pioneering. It explores Center Libertarianism through play: a multi-perspective 3D strategy-ARPG set in World War III where you survive, craft, build, fight, and participate in counter-economics and direct democracy. The entire world—every building, character, and vehicle—is built from code at runtime. No imported 3D models.
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[DETAILED OVERVIEW]
The world is stuck in a cycle. History oscillates between unipolar superpowers and multipolar competition. Empires rise, overreach, and fall. END OF EMPIRES: BREAKING THE CYCLE presents this as a playable theory: you experience the anacyclosis cycle (Monarchy → Tyranny → Aristocracy → Oligarchy → Democracy → Mob Rule → Collapse) as NATO and BRICS+ clash across multiple theaters in 2035.
But there is an alternative. The Agora Network—a parallel system of counter-economics and direct democracy—operates behind the front lines. Your choices: perpetuate the cycle or help break it.
Center Libertarianism is the hypothesis the game simulates, an attempt to reconcile left and right libertarianism and their chasm over property. The hypothesis is a socio-economic-political philosophy offering a new framework for a bold economic structure and a new system of organization and direct participation in policy. Its core axiom: separate private property from the means of production. Consumptive and personal property remain private; productive property becomes commonly owned. Worker cooperatives, land trusts, and democratic enterprises replace oligarchic firms. The game invites you to explore, test, and evaluate these ideas through gameplay—not lectures, while offering an experiment in direct democracy. The template is for a peaceful rev-simulation, while integrating new insights from history.
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[KEY FEATURES]
• Sci-Hy gameplay: Explore political and economic hypotheses through simulation
• Center Libertarian win condition: Break the cycle through counter-economics and direct democracy
• Survival, crafting, building: Health, hunger, thirst, energy; recipes and stations; placement and blueprints
• Combat: Melee, ranged (bow, firearms), projectile simulation, destructible environments
• Vehicles: Ground vehicles, helicopters, patrol vehicles
• Multiplayer: Host or join rooms; shared world; real-time sync
• Procedural world: Seven faction capitals (Washington DC, Beijing, Brussels, Brasilia, Moscow, New Delhi, Tehran) on a 2400×1800 map
• Citizen assemblies: Participate in direct democracy; draft declarations and constitutions
• Custom engine: Every building, character, tree, and weapon built from code at runtime—no imported 3D assets
• Day/night, weather, seasons: Dynamic sky, clouds, rain, storms, lightning
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[TECHNICAL NOTE]
END OF EMPIRES: BREAKING THE CYCLE runs on a custom engine that generates the entire visual world from TypeScript at runtime. Buildings, characters, vehicles, trees, and terrain are all procedural—parametric geometry, PBR materials, and deterministic generation. The result: a tiny distribution size, deterministic multiplayer, and a world that can be fully described by code. The EmpireEngine was built while making the game.
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[PHILOSOPHY]
"The Empire Game is the problem, and Center Libertarianism is a possible solution."
The game teaches through systems. You experience why empires fall and discover that alternatives exist—a truly democratic experiment that breaks the cycle of elite theory.
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