A Note from the Developer
Why I Built Claim the Range
What I want for the game and the people who play it.
I've wanted to build a game like Claim the Range for years. For a long time, I kept thinking about it without ever getting around to doing it. I enjoyed the old text-based browser games of the early 2000s, and a lot of what I liked about them has stayed with me.
I liked having to figure things out and work toward something, sometimes for months. But I especially liked the communities. People made allies and rivals, helped each other learn, and gave each other a reason to keep playing. There wasn't much to look at on the screen, but there was plenty going on between the players.
That's the kind of experience I wanted to bring back with Claim the Range.
The Game Comes First
I want Claim the Range to stay free to play, without pay-to-win mechanics of any kind. Nobody should be able to buy an advantage over another player. If you never contribute a penny, you should still have the same chances as someone who helps pay the bills.
If I introduce a supporter system, it won't give anyone stronger armies, faster progress, better odds, or any other edge in the game. Any money coming in would help cover the servers and further development, including better hardware if the game needs it.
I built it because I wanted the game itself to exist. If the community eventually helps with the cost of keeping it running, I'd appreciate that. Making money isn't why I started.
Some Things Should Take Work
There will be some grinding. Progress will sometimes be slow, plans will fail, and another player may get the better of you. I don't want everything to be available right away. Earning something after working at it is a big part of why I enjoy these games.
That doesn't excuse a frustrating or unfair game. If something is tedious for no good reason, I want to hear about it. Getting that balance right will take work on my end too.
I know this style of game won't suit everyone. I'm making it for people who enjoy taking their time, figuring out a strategy, and seeing how it holds up against other players.
A Game Played in Your Imagination
The screen gives you numbers and information. You fill in the rest: your Fort, the territory you're fighting over, and the forces you're sending out. That's something I liked about the older text-based games. A few lines on a page could give you plenty to think about.
I want to keep that feeling while making the game easier to use with the tools we have now. Better-looking pages are welcome, but the decisions and the people playing should be what keeps you interested.
Players Should Have a Say
I started with my own ideas and the things I enjoyed playing. That doesn't mean I'll get everything right. Players will notice problems I miss and come up with things I wouldn't have thought of.
I want to hear those ideas, including when something isn't working. I won't be able to put every suggestion into the game, and some won't fit, but I want people to know I'll listen.
What I Hope for
I don't need Claim the Range to become huge. If a group of people keeps coming back because they enjoy playing and have friends or rivals here, I'll consider that a success.
There will be mistakes and things that need fixing. I intend to keep working on them. This is a game I've wanted to exist for years, and I'd like to see what we can make of it together.