How we build

// Built on fact

The domain is not decoration

The game's vocabulary comes from the real discipline: the MITRE ATT&CK tactics, thirteen compliance regimes, a catalogue of security controls that behave the way their real counterparts do. Forty-four missions ship with a dossier citing the public incident that inspired them.

// Measured, not guessed

Difficulty is a measurement

Every scenario is run through an automated balance harness before it ships — thousands of simulated playthroughs looking for missions that cannot be won, strategies that always win, and difficulty that drifts. If we say a mission is hard, something counted.

// Accessible by default

Playable is a feature

A high-contrast theme measured against WCAG AA ships alongside the four stylised ones, with no red/green pairing anywhere in it. Six languages are built in from the start, not bolted on for a later release.

Where the project is

  1. Done // Engine and campaign

    The game is built and the campaign is written

    Sixty-seven missions across ten acts, plus a seven-mission tutorial campaign. The simulation, the map, the economy and the post-mission review are all implemented and covered by an automated test suite.

  2. Now // Playtesting and polish

    Playing it on real devices, fixing what we find

    The current work is onboarding, session flow, layout across phone and tablet sizes, and everything a playtest turns up. This is the unglamorous half, and it is where a game either becomes worth your time or does not.

  3. Next // Release

    Coming to iOS and Android

    There is no store listing and no release date yet. When there is one, it will be announced here first. We would rather be late than ship something that wastes your evening.

The studio

Neural Tactic is independent and very small. There is no publisher, no investor, and no roadmap written to somebody else's quarter. That is a constraint as much as a boast: we ship one title, slowly, and we say what state it is actually in.

We do not run advertising in our games, we do not sell player data, and this website sets no cookies and runs no analytics of any kind. There is nothing here to consent to.

If you want to talk to us — press, accessibility feedback, a job, or just a question — write to hello@neuraltactic.com. A person reads it.

// How it is made

The stack, plainly

  • Flutter and the Flame engine — one codebase, two platforms
  • iOS and Android only; no desktop build is planned
  • Single-player. No multiplayer, no always-online requirement
  • A small serverless backend for high scores and content updates
  • EN · ES · FR · DE · JA · PT