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Ruthless Forge

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A member registered 49 days ago · View creator page →

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That’s really good feedback — you actually hit a couple gaps in the system.
The defense drop you were seeing was tied to a separate “readiness” system that wasn’t clearly visible or controllable before. I’ve adjusted it so inner defenders now actively stabilize or improve it over time instead of it just drifting on its own.
Also added a proper tower upgrade path — it’s live now and tied into perimeter strength and defender cap.
I’m still working on making the effects more visible so it’s obvious what’s helping or hurting you, but what you were seeing shouldn’t feel out of your control anymore.
Appreciate you digging into it — that helped expose exactly where things weren’t lining up.
Just pushed a fix for the mission issue you mentioned — they should now resolve properly.
Also working on making results clearer based on your feedback.
Appreciate you calling it out.

Appreciate you taking the time to play and write this up, this is exactly the kind of feedback I need.

You’re right on the missions — there’s an issue with them not resolving properly after returning. I’ve been working on that today and it should be fixed shortly.

Also good call on the reports. Right now they lean too much on flavor text and don’t clearly show the actual impact. I’m adding visible results (morale, resources, etc.) so you can immediately see what your decisions did.

The “log in, act, wait” loop is intentional, but it needs stronger feedback when things complete — that’s what I’m focusing on tightening up.

Multiplayer is something I want down the line, but I need to make sure the core loop feels solid first.

If you check back later this evening (eastern time 9pm or so), missions should be resolving properly and you’ll start seeing clearer outcomes.



I’ve been working on a browser-based survival strategy game and just reached a point where the core systems are actually functioning together, so I figured it was time to start a devlog instead of just building in isolation.

NeoVirus Escape is a real-time colony management game set in a collapsed version of the U.S. The main idea is that the game doesn’t pause for the player. Your colony continues to consume resources, lose morale, complete missions, and resolve events whether you’re online or not.

This first Alpha build focuses on getting the foundation working:

  • Colony resource and morale systems are active
  • Missions can be sent out and resolve over time
  • A tactical grid map now reveals discovered sectors
  • Events trigger with timed decisions and consequences
  • Policy system controls how the colony behaves while you're offline
  • Government pressure system is in and gradually escalates

The biggest thing I’ve been trying to nail is making the game feel like it has pressure even when you’re not actively playing. Not just numbers going up, but situations building and forcing decisions.

Right now it’s less about content and more about:

  • making sure systems interact correctly
  • avoiding dead time or meaningless actions
  • making consequences actually matter

There’s still a lot to tune, especially around balance and how harsh the systems should be. I’m expecting things to break, or feel off, and that’s kind of the point at this stage.

If you want to try the current build: https://ruthlessforge.itch.io/neovirus-escape

Next steps:

  • tightening event frequency and impact
  • improving feedback/clarity for player decisions
  • stress testing the real-time systems

I’ll be updating this thread as things evolve instead of making new posts.


I’m working on a browser-based survival strategy game and just released an early Alpha. I’m not here to promote it as much as I’m trying to figure out if the core loop actually works.

NeoVirus Escape is a real-time colony management game where everything continues even when the player is offline. Resources drain, morale shifts, missions resolve, and events expire whether you log in or not.

Right now I’m trying to get feedback on a few specific things:

  • Does the real-time pressure feel meaningful or just annoying?
  • Are the colony decisions (like policies and events) interesting or too shallow?
  • Does the map/scouting system feel like progression, or just busywork?
  • Is there enough consequence when you ignore problems?

Current systems in the Alpha:

  • Colony resource and morale management
  • Mission dispatch and timed returns
  • Tactical grid map with discovered sectors
  • Event system with timed decisions
  • Policy system that controls offline behavior
  • Government pressure that escalates over time

I’m especially interested in where it feels flat or predictable. The goal is for players to feel like they need to check in, not just want to.

You can play it here: https://ruthlessforge.itch.io/neovirus-escape

Any honest feedback is appreciated, especially if something doesn’t feel like it matters.


I’ve been working on a browser-based survival strategy game and just pushed the first playable Alpha.

NeoVirus Escape is set in a collapsed U.S. where only a few government-controlled cities remain. You run a small colony outside of that system and try to keep people alive while everything slowly falls apart around you.

The game runs in real time, even when you’re offline.
Your colony consumes resources, morale shifts, missions complete, and events resolve whether you’re there or not.

Core gameplay right now:

  • Manage food, fuel, medical, morale, and defense
  • Send out missions to scavenge and scout new sectors
  • Discover locations on a tactical grid map
  • Set colony policies that affect survival while you're away
  • Deal with events that expire if ignored
  • Increasing pressure from government enforcement over time

This is an early Alpha, so I’m mainly looking for people willing to:

  • break systems
  • point out what feels off
  • tell me where it gets boring or frustrating

Play it here: https://ruthlessforge.itch.io/neovirus-escape

A few screenshots are on the page, but here’s one of the colony overview/map so you know what you’re getting into.



The lord rode to war nearly two years ago and never returned.

Now the village is falling apart, and the people have turned to you.

This is a browser-based, decision-driven strategy game where you manage a struggling medieval village through weekly events. Every choice affects food, morale, security, wealth, and health — and small problems can turn into disasters if ignored.

There are no clean decisions.
Helping one group may hurt another.
Short-term survival can create long-term collapse.

  • Weekly decision-based gameplay
  • Multiple failure outcomes (starvation, revolt, plague, collapse)
  • Hidden systems like trust, fear, and stability
  • Leaderboard tracking how long players survive
  • Playable instantly in browser (no download, no signup)

You’re not a hero. You’re the one who didn’t leave.

Play here:
Play Now

http://ruthlessforge.itch.io/the-lord-is-gone

I’ve been working on a browser-based crime strategy game set in 1989 Camden, NJ.

You start with nothing — no crew, no protection, no name — and build yourself up through jobs, managing heat, and making decisions that actually have consequences.

The focus is on systems over flash. Risk vs reward, pressure, and progression. If you push too hard, things go bad fast.

Current build includes:

  • Crime loop with different outcomes
  • Heat, stamina, and health systems
  • Jail, bail, and court flow
  • Early housing and progression
  • Foundation for crew and rackets

Still actively being developed — tightening the core loop before expanding further.

👉 Play it here: https://jerseythug.com/

http://ruthlessforge.itch.io/jersey-thug-camden-beta

Would appreciate any feedback, especially on how the early game feels and whether the loop holds up.


(1 edit)

Working on a browser-based crime strategy game and finally started tracking what players actually do instead of guessing.

Ran into something I didn’t expect.

I set up multiple crime options with similar balance:

- Mugging (low risk, low payout)

- Car theft (medium risk, higher payout)

- Bigger jobs scaling up

On paper they should all see use.

In reality, players spam mugging almost exclusively.

Even after adjusting payouts and risk, they stick to the lowest friction option.

So I started shifting the design:

- Crew members now run jobs instead of the player directly

- Officers affect outcomes (success, payout, heat)

- Failed jobs can get crew arrested

- Bail windows, court outcomes, and downtime added

Trying to move the game away from “spam the best button” into managing consequences and people.

What I’m looking for feedback on:

- Do players ever naturally move off low-risk loops?

- Is it better to force variety mechanically or let systems push them there?

- Does adding consequences (arrest, downtime) feel like depth or punishment?

Here’s the current version if you want to poke at it:

https://ruthlessforge.itch.io/jersey-thug-ii

(1 edit)

Been watching early player data on a browser crime sim I’m building.

I balanced multiple crime options to be close in payout and risk:

- Mugging (low risk, low payout)

- Car theft (medium risk, higher payout)

- Bigger jobs scaling up

On paper, they should spread usage.

They didn’t.

Mugging dominated completely.

Even after adjusting payouts and risk, players still defaulted to the lowest friction action.

What I’m seeing:

- Players prioritize speed and repeatability over optimal reward

- Lower cognitive load beats better numbers

- Early loops get “locked in” fast

So instead of continuing to tweak numbers, I’m shifting focus to:

- Crew systems

- Officer assignment affecting outcomes

- Consequences like arrests, bail, and downtime

Trying to make the decision space deeper instead of just “which button pays more.”

Curious if others have run into this:

Do players ever naturally move off the easiest loop, or do you have to force it mechanically?

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  • Command your crew. Every decision has fallout

Jersey Thug  II is live.

Camden, New Jersey. 1989.

You don’t run the streets yourself.  

You build the crew and send them to do it.

They make the money.  

They take the risks.  

You deal with what comes back.


  • Street crimes and bigger jobs with real consequences
  • Officers that change success, payout, and heat
  • Crew loyalty, payroll, and fallout when things go wrong
  • Arrests, bail windows, court outcomes, and downtime


Miss bail, lose time.  

Push too hard, everything cracks.

👉 Play on itch

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Hey all,

Figured I’d finally stop lurking and introduce myself.

I’m Alex, been a mechanic for over 30 years, so I come at game dev from a very “figure it out, break it, fix it better” mindset. Recently started building browser-based and text/incremental style games. Nothing flashy yet, but I care more about solid systems and gameplay loops than polish at this stage.

Right now I’m working on a couple projects:

  • A crime/survival-style browser game focused on decisions, resource flow, and progression over time
  • Some experimental incremental/clicker concepts (because apparently people really like clicking things endlessly… who knew)

I’m still early in the dev side, learning as I go, but I’m consistent and actually finishing things instead of just thinking about them.

I like systems that feel meaningful, progression that isn’t fake, and mechanics that actually make the player think a little.

Anyway, glad to be here and looking forward to seeing what everyone else is building.

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Hey all,

I’ve been working on a small browser-based survival / strategy game and just put together a playable alpha focused on the core loop.

No download. No login. Just jump straight in.

What I’m trying to validate:

  • Is the loop clear and easy to understand?
  • Does it feel worth continuing after a few actions?
  • What feels confusing, weak, or unnecessary?
  • Is the overall idea something you’d stick with?

Play in your browser: Play Now

Appreciate any honest feedback 👍

Hey, I checked this out and just wanted to share something that might help.

You might get more feedback if you can offer a browser-playable version (even a limited one). Downloads + password tend to stop most people from trying it.

Even a small slice that runs instantly can help people jump in and actually give you feedback.

Looks interesting though — I like the direction 👍

(1 edit)

I’ve been working on a browser-based survival/strategy game and just got a small playable loop up.

It’s early and rough, but I’m trying to validate the core gameplay before expanding.

Looking for feedback on: 

 – Is the loop clear?
– Does it feel worth continuing?
– Anything confusing or pointless?

No login required : PlayNow