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Moksha

Status: Skeleton · Owner: TBD · Updated: 2026-09-23

High concept

Moksha is a mobile 4X strategy game where you raise a forgotten dynasty from ruin — building a city, advancing it through ages, and fighting for a continent alongside an alliance of real players.

It takes the city-builder / survival / alliance-war loop of Whiteout Survival and fuses it with the age advancement, civilisation identity and rock-paper-scissors unit combat of Age of Empires. The setting is the hook: every playable faction is a real dynasty or kingdom that no longer exists.

The one-line pitch

Rebuild a dead empire. Out-build, out-think and out-last a server of rivals.

Think about

This page is the elevator pitch and it is the hardest page in the document. It should be written last and revised constantly — but drafted now so everything else has a north star to point at.

  • What is the single fantasy? "I am a ruler restoring my people's lost golden age" is a different game from "I am a warlord conquering a server". Both are valid; they lead to different retention hooks. Pick one as primary.
  • What does "Moksha" mean to the game? The word means liberation/release from the cycle of rebirth. That is a thematic promise: dynasties rise, fall and rise again. Does that map to a mechanic — seasonal rebirth, prestige resets, server rollover? A title that pays off in a system is worth ten that don't.
  • Why would someone play this over the game they already play? The honest answer is not "better graphics". It is usually one of: a setting nobody serves, less predatory pacing, or a genuinely different combat layer. Name yours.
  • What can a player do in the first 60 seconds, and why do they come back on day 2? If you cannot answer both in one sentence each, the pitch isn't ready.

Reading order

Start at Overview & PillarsSettingCore Loop. Everything else hangs off those three.

Internal design document — work in progress.