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← DevlogAtlas · August 7–31, 2026 · 6 min read

Building the Tactical Foundation

In the first three weeks, Atlas grew from a clean repository into a playable tactical prototype with authoritative combat, maps, an editor and a strategic layer.

Atlas began as a data-driven foundation: weapons, factions, buildings, maps and game rules are described through blueprints and manifests instead of hard-coded one-off mappings. That lets the editor, client and server consume the same content contracts.

The first playable loop brought together the Electron and Three.js client, a Python authoritative server, deployment, teams, HUD, projectiles, ragdolls and tactical AI. It was followed by 2.5D server physics, terrain height and obstacle handling, stances, grenades, animation work and reliable network state.

By the end of August, Conquest had tickets, frontline phases, capture rules and a strategic map. The toolchain could work with terrain, foliage, buildings, lighting, heightmaps and validation, while the network had interest management, reliable events, UDP session validation and a WebSocket fallback.

Steam page coming soon