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The AI That Learns How You Play — Then Destroys You

## Orbis Victor's AI isn't scripted. It watches, adapts, and fights back.

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Most strategy games ship with AI that follows a script. Rush early. Turtle late. Repeat. You learn the pattern in 3 games and never lose again.

We spent 8 development sessions building an AI that refuses to be predictable.

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### It has 7 mental states

The AI doesn't think in binary "winning or losing." It operates across a spectrum:

- **DOMINATING** — When it's crushing you, it won't let up. It targets every one of your planets simultaneously. No mercy, no breathing room.

- **WINNING** — Presses the advantage. Expands aggressively while keeping pressure on your borders.

- **ATTACKING** — Even footing? It goes on the offensive. Proactive strikes, parallel expansion.

- **BALANCED** — Normal play. Expanding, building, watching.

- **UNDER PRESSURE** — Behind but not broken. Turtles up, rebuilds economy, upgrades defenses. Only strikes when it calculates 80%+ win chance.

- **SURVIVAL** — Down to 1-2 planets. Maxes defense, invests in tech, waits for the one opening you'll give it.

- **LAST STAND** — One planet. Hopeless odds. Dumps everything into a single all-in coordinated strike at your weakest point. If it hits, the game flips. If it misses, it goes down swinging.

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### It knows what kind of player you are

Every 5 turns the AI classifies your playstyle:

- **Rusher?** It shores up defenses and waits for you to overextend, then counter-attacks.

- **Expander?** It races you for territory and denies your growth.

- **Turtler?** It out-techs you. Quality beats quantity.

- **Tech-focused?** It rushes you before your investment pays off.

You can't use the same strategy twice. It adjusts.

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### 4 personalities — every game feels different

Each game, the AI rolls a personality:

**The Rusher** — In your face from turn 1. Grabs 5-6 planets before you've upgraded your second. Pure aggression.

**The Economist** — Quiet. Efficient. Maxes production to level 8 on every planet before it even looks at you. When it finally attacks, it has twice your output.

**The Guerrilla** — Raids 3 of your planets every turn. Never commits more than 30% of its fleet. You can't pin it down. You can't predict where it'll hit next. Infuriating by design.

**The Turtle** — Builds a fortress. Waits. You throw your fleet against its walls and bleed ships. Then it counter-attacks with everything it saved.

On Hard, you get 50% Rusher, 30% Guerrilla, 10% Economist, 10% Turtle. Good luck.

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### It comes back from the dead

When the AI is losing for 3+ turns straight, it doesn't panic. It picks a comeback strategy and commits:

**Tech Gambit** — Stops fighting. Pours everything into technology. When it comes back, its level 8 ships tear through your level 3 fleet like paper.

**Fortress Defense** — Pulls back to its strongest 2-3 planets. Maxes defense. Makes every attack you launch cost more than it's worth. Bleeds you dry.

**Surgical Strike** — Analyzes your weakest important planet. Coordinates every ship it has for one perfect strike. Doesn't waste a single fleet on anything else.

**Decoy Bait** — The dirty one. Leaves its weakest planet undefended on purpose. You take the bait. While your fleet is busy conquering a worthless rock, it hits your exposed core. You traded a garbage planet for your best one.

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### You can't exploit it

Tried attacking 5 planets at once to overwhelm it? It runs threat triage:

1. Scores every threatened planet by value (home planet, production level, defense level, survival odds)

2. Classifies each as MUST-SAVE, TRY-SAVE, or SACRIFICE

3. If it can't save them all, it deliberately drops the weak ones, concentrates on its best 2, and counter-strikes your now-undefended territory

It tracks a global defense budget so it never accidentally drains reinforcements from Planet B while saving Planet A. Every ship is allocated intentionally.

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### It sends decoys

25% of turns when the AI is winning, it runs a feint:

- Sends 22% of a fleet toward your strongest planet

- You panic and reinforce

- The real 60% fleet hits your weakest planet from the other side

By the time you realize what happened, you've lost a planet.

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### It plans multiple turns ahead

The AI doesn't just react. It picks a target planet, calculates how many ships it needs, spends 3-5 turns building up, then executes a coordinated multi-planet strike in a single turn. If you disrupt the plan, it recalculates. If the opportunity disappears, it picks a new target.

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### It's not perfect — on purpose

5% of the time, the AI deliberately picks a slightly suboptimal move. Not a mistake — an interesting choice. A risky gamble. An unexpected raid. An over-commitment that could backfire.

Because perfect play feels robotic. 95% optimal feels human.

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### The numbers

- **7** strategic states (DOMINATING through LAST STAND)

- **4** distinct personalities per game

- **4** comeback strategies when losing

- **8** emergency defense responses per turn

- **5-turn** player behavior classification cycle

- **3-source** multi-planet reinforcement coordination

- **Global** defense budgeting across simultaneous threats

- **9,000+** lines of AI decision-making code

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### What players say

*"I thought I had it won. Down to 2 planets. Then the AI teched up for 15 turns and steamrolled me with ships I couldn't scratch."*

*"It kept raiding 3 of my planets every single turn. I couldn't defend everything. By the time I caught on, I'd lost the production war."*

*"I attacked 5 planets at once thinking I'd overwhelm it. It sacrificed 3, saved 2, and counter-attacked my home base while my fleets were scattered. I lost."*

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**Orbis Victor. The AI that makes you earn every victory.**

Play the game: Orbis Victor!