Fan project · in development

PARKAN 3

Iron strategy · sandbox

I am making a real-time strategy game where you are a captain in a space suit. You walk around your base on foot, command a clan of warbots from a tactical console, and can jump into any of your machines at any moment. It is already playable: a Skirmish against one to three AI clans on three maps.

Skirmish is playable Balance is a draft Awaiting the rights holders' reply
Parkan 3 main menu: an assembled warbot on a podium in the desert
img/menu.jpgMain menu
Main menu. Twelve ready-made builds take turns on the podium. You can flip through them and rotate them with the mouse.
Video

What it looks like in the game

Two unedited recordings from the current build. Chapters play one after another; pick any of them from the list. The game interface is in Russian for now.

Recording 1 · 6:36

A match: from the bunker to an air raid

Recording 2 · 2:27

Factory designer and an assault

Warbots

Twelve ready-made builds

The same showcase as in the game's main menu, from the builder to the giant. Browse with the arrows, the ← → keys or a swipe. The builds change by themselves every 8 seconds.

The hull colour tells its size: light hulls carry the clan colour, medium ones are green, heavy ones blue, giants gold. The spec cards are in Russian, as in the game.

How a match goes

From the bunker airlock to storming a generator

A match does not start with a top-down view. You appear next to your bunker as the captain, and the tactical map opens only when you walk up to the command console yourself.

  1. 1

    Captain at the bunker

    Third-person view. You carry a laser, a 25 mm cannon, a homing missile and a flamethrower. Each weapon unfolds from your back with the 1–4 keys.

  2. 2

    Console behind the curtain

    The captain steps behind the curtain at the bunker console, it lowers, and the tactical view opens. You can give orders while paused, too.

  3. 3

    Economy

    A mine on a deposit, a transport carrying ore, a warehouse, a smelter at its port. Out comes alloy. Crystals are mined separately.

  4. 4

    Army

    In the factory designer you assemble a warbot: hull, drive, turret, weapons, systems. The factory builds it one at a time or on a loop.

  5. 5

    Architects' generators

    A light warbot drives through the gates and holds the console under the green curtain. The generator is yours, and your building area grows.

  6. 6

    At the controls yourself

    Tab jumps into the selected warbot: cockpit, radar, aiming at individual parts of the target. If the captain dies, the clan loses.

What is already in the game

State as of 14 October 2026

Only what works in the current build is listed here. The numbers come from the game data, not from plans.

Maps and planets

Three Skirmish maps and a test range. Every map has four start positions, nine Architects' generators and 20–24 deposits.

MapSizeWhat sets it apart
Clan War1800 mThe central generator sits behind a ring of lava with four fords. The straight way in is a bridge you have to build
Fire Rift1650 mBroken lava channels cut across the field
The Pass1800 mAn ice planet. Ridges split the map into quarters; neighbours are reached only through mountain passes
Test range2000 mEvery building and design in rows, everything researched
  • Five planets with their own rules: heavy — gravity ×1.6; scorched — reload +20%, shields −30%; acid — 45-second rains eat away at machines outside cover; ice — snow and −10% speed.
  • Fog of war follows the terrain: from a hill you see and shoot farther.
Architects' generators on the Clan War map
img/clanwar.jpgClan War
Clan War. An Architects' generator and a field of deposits.
Snowy mountains on The Pass map
img/pereval.jpgThe Pass
The Pass. Ice-planet ridges split the map into quarters.

AI clans

Every Skirmish opponent gets a personality and a difficulty level. The AI reads the map layout on load, so it plays on any of them. It builds bridges over lava by itself and takes neutral generators.

PersonalityHow it fights
SwarmEarly pressure with cheap light machines
OnslaughtA mixed army in steady waves
TurtleTowers at home, rare heavy waves
EconomistEconomy first, then big waves
RaiderHits transports and mines, retreats from strong forces
TechnologistTwo labs, gets medium and heavy machines early
  • Four levels. Easy thinks half as often and mines 30% less. Normal plays by the player's rules. Hard picks its army to counter yours. Insane mines +35% and starts one and a half times richer.
  • Knux's clan flies entirely: builders, transports and combat machines.
Assault on an enemy base: a shell bursts against the bunker shield
img/battle.jpgFighting an AI clan
Assault on an enemy base. A shell bursts against the shield of a small bunker.

Warbots and the factory designer

A machine is assembled from parts. Each part takes damage separately and can fall off.

4hulls
5drives
20turrets
36weapon types
24ready designs
3factions
  • Drives: tracks climb slopes up to 29°, wheels up to 23°, walkers up to 45°. The transformer fits only heavy and giant hulls. Flyers hold an altitude of 4–32 m.
  • Weapons: 75/125/152 mm cannons, a howitzer, EMP, a flamethrower with burning napalm, a taser, unguided, guided and cruise missiles, five kinds of lasers.
  • Damage by part: hull, drive, turret, every barrel, radar. Lose the turret and the warbot drives to the bunker for a new one. Lose the radar and it cannot see its target.
  • Factions: the Clans; the Aliens — cheaper and faster, less armour, their own living flyers; the Corporation — more expensive, shields +35%, railguns.
Deflectors Mk1–Mk5: shield colour by level
Mk1 Mk2 Mk3 Mk4 Mk5
Factory designer: a medium wheeled warbot with two lasers
img/designer.jpgFactory designer
Factory designer. Turret sockets, the machine's stats and price. On the right, what sits in each socket.
Cockpit view of a medium flyer in combat
img/cockpit.jpgCockpit
Piloting a flyer. Radar, holograms of your machine and the target, a shield flash on hit.

The captain

The captain is the clan: he walks around the base, enters buildings and fights on his own. AI clans have captains too. They stand at their bunker consoles and meet anyone who breaks in.

  • Four weapons on the back: a red laser, a rapid-fire 25 mm cannon with spinning barrels, a missile that locks on a target, and a flamethrower. Each unfolds in 0.6 s.
  • A living suit: lamps and backpack indicators blink, steam vents next to the visor. More often while running.
  • Buildings you can walk through: halls, ramps, doors, control rooms. Flyers can fly inside too, and shots stop at the walls.
The captain in a bunker corridor
img/captain.jpgCaptain
The captain in a bunker corridor. The control room with the console is ahead.

Buildings and construction

You can build 11 buildings: bunker, factory, mine, warehouse, smelter, laboratory, three kinds of towers, hangar and teleport. There are also bridges over lava and the Architects' generators on the map.

  • Construction as in the original: first a hologram, then an energy dome made of cells. Anyone who drives inside burns. Until work starts, a construction can be cancelled with a full refund.
  • Levels: the bunker, factory, mine and warehouse come in small, medium and large. The small tower grows from level I to IV: from two red lasers to four pulse lasers, radar 200–500 m.
  • Capture: any building except bridges and small towers can be taken. Drive through the gates and hold the console.
  • When a building dies: below 70% it smokes, below 40% it burns, below 15% it explodes. Ruins remain as cover. A builder can clear them and recover a quarter of the price.
A builder raising a building under an energy dome
img/base.jpgConstruction
Construction. A builder raises a building under the energy dome; the build menu and minimap are at the bottom right.

Economy and research

Three resources: ore, crystals and alloy. Everything is paid up front, and deposits run out.

Mine2 ore/s
→
Transport75 / 125 / 175
→
Warehouse2–4 ports
→
Smelter2 ore → 1 alloy
  • Cargo travels in the transport's turret: a small one carries 75, a medium 125, a heavy 175. Shoot the turret off and the cargo is lost.
  • Reserves: home ore 20,000, contested ore 40,000, crystals in the centre 7,500.
  • Wrecks stay for 240 s. A builder salvages them and recovers 40% of the price.
  • 92 research topics in 10 groups: chassis, turrets, weapons, systems, buildings, processors. Tiers I–IV, a queue in the lab.
Laboratory: the weapons research tree
img/lab.jpgLaboratory
Laboratory. The weapons branch: cannons, lasers and missiles by tier. On the right, the selected 125 mm cannon and what it unlocks.
A transport at the base next to a construction dome
img/economy.jpgTransport
A transport at the base. It carries ore in its turret.

Interface, sound, tech

The interface style is called “Glass: Instrument”: dark glass in a metal bezel, instrument digits, segmented gauges. Amber marks only the main action.

  • Map and minimap: army, economy, sector and event layers, markers in three colours (danger, attention, success). Backspace moves the camera to the latest event.
  • Original sound: 250 effects and 21 music tracks are synthesized in code. The music moves through “calm → tension → battle → aftermath” by itself. Every planet has its own ambience.
  • Deterministic simulation: a fixed 20 Hz tick, every action is a command. Two computers compute a battle identically, which is a foundation for multiplayer.
  • Performance: a 160-machine battle runs at about 50 fps, a mid-game at about 160 (RTX 5070).
Tactical view: list of combat warbots, orders and minimap
img/tactical.jpgTactical view
Tactical view. The list of combat warbots, the selected unit's panel, orders and the minimap.
Screenshots

Stills from the recordings

Click a still to open it large. Browse with the arrow keys, close with Esc.

Honest status

What works and what is still rough

This is the skeleton of a game, not a release. Here is everything worth knowing in advance.

Works

  • Skirmish, free-for-all: 1–3 AI clans, six personalities, four levels
  • Three maps, a test range, five planets
  • The captain, the console, the tactical view, control of any warbot
  • Factory designer, laboratory, capturing buildings
  • Economy from the mine to alloy, salvaging wrecks
  • Original sound and music, the “Glass: Instrument” interface

Rough

  • Balance is a draft. I will keep tuning the economy numbers.
  • The AI is slow to reach heavy machines: on Hard, by minutes 28–30. Matches are mostly fought with light machines for now.
  • AI scouts die under enemy bunkers.
  • On The Pass one clan does not take the generators of its own passes.
  • Stutters of up to ~50 ms when pathfinding from a map corner to the centre.
  • A late match (40–60 min, deposits exhausted) can reach a stalemate.
Original vs. own

What is made for the project and what comes from the original

I play with my own copy of Parkan 2: the game can pick up its models, effects and sounds. Without them the game runs on its own files, and only those can be published.

Own

Part of the project

  • All the code: simulation, rendering, interface, AI, tests
  • Models of warbots and buildings, generated by Blender scripts with bevels, seams, rivets and baked shading
  • The smelter and the conveyor gallery, buildings the original did not have
  • Sound and music, synthesized in code
  • Icons and effect textures; 13 CC0 textures from ambientCG
  • Fonts Fira Sans Condensed and JetBrains Mono (SIL OFL)
Only in my personal build

From my copy of Parkan 2

  • Models of hulls, turrets, barrels and the Aliens' living flyers
  • The original buildings with their rooms, doors and curtains
  • The hero captain and his animation
  • Effects of shots and shields, recoil
  • The advisor's voice, some sounds, music
  • Names: Parkan, the Architects, the characters of the universe
Columns of warbots on the project's own models in the desert
img/own.jpgA frame with own models
This is how the game looks without the original's files. Every machine in the frame is the project's own model.
Roadmap

Two roads, depending on the rights holders' answer

What Parkan 3 becomes depends on GameXP and Fulqrum Publishing. I am preparing the game for both outcomes. The shared part of the road is already behind us.

Done

A playable skeleton

  • Skirmish against the AI on three maps, five planets
  • The captain, the tactical view, control of any warbot
  • Designer, laboratory, economy, capturing buildings
  • Original sound and interface
The fork

The rights holders' answer

A request has been sent to the Parkan rights holders: I am asking for permission to develop the game in their universe. If the answer is “yes”, the game takes the first road. If it is “no”, or there is no answer, it takes the second.

Road 1 · Permission granted

A full game on Steam

The game is refined and improved in every respect and heads for a Steam release.

  1. 1

    Polishing what exists

    Economy and army balance, a smarter AI, performance, graphics, sound and interface.

  2. 2

    What a full game cannot do without

    Saving and loading a match, a tutorial, control settings, more maps and planets.

  3. 3

    The Parkan universe

    A story campaign and multiplayer. The groundwork for multiplayer is already there: the simulation computes a battle identically on different computers.

  4. 4

    A Steam page and player testing

    A demo or early access, gathering feedback, fixes.

Goal: a Steam releaseWith the rights holders' permission and with assets whose use they approve.
Road 2 · Refusal or no answer

A finished game with its own models

The game is completed, but everything taken from the original, from models to the name, is replaced with my own.

  1. 1

    Own models instead of the originals

    Hulls, turrets, weapons, buildings and the captain become the project's own models. The work is under way: everything in the frame above is built by the project's scripts.

  2. 2

    Own effects and sound

    Own shot and shield effects, my own advisor voice and music instead of the originals.

  3. 3

    Own name and own universe

    The game gets its own name instead of Parkan, and its own factions, clans and characters instead of the Architects, Knux and the other names from the original.

  4. 4

    Polishing

    Balance, AI, performance, saving a match.

  5. 5

    Completion

    A finished game without a single file or a single name from Parkan 2.

Goal: a finished gameUnder its own name, with its own models, effects and sound.
Support development

Help the project

The game is not for sale. If you want to help, donations go to my work on the project and to the own models, sound and effects that will replace what comes from the original. A donation buys nothing: no access, no rewards, no in-game advantages.

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Project numbers

By the numbers

3maps + test range
5planets
92research topics
250own sounds
61.5klines of GDScript
103test sections

Engine: Godot 4.7, language: GDScript. Models are built by Blender scripts in Python, sound is synthesized with numpy.