SAM Crystal War
Roam a large dark-fantasy battlefield while timed armies advance through three lanes. Build income, counter enemy compositions, protect your crystal, and fight alongside or against direct-policy SAM agents.
SAM's games are not treated as throwaway demos. They are being matured toward commercial-release presentation: deliberate art direction, responsive interaction, audio, stable performance, reproducible builds, and direct SAM opponents that act inside the game rather than around it.
These surfaces are changing quickly. Screenshots represent verified local smoke builds rather than promises about unfinished features.
Roam a large dark-fantasy battlefield while timed armies advance through three lanes. Build income, counter enemy compositions, protect your crystal, and fight alongside or against direct-policy SAM agents.
A deterministic creature world with capture, teams, progression, rivals, Wardens, and direct-policy SAM trainers. The production renderer is now moving through a custom GLFW/OpenGL/WebGL2 path with glTF assets, atmospheric fog, material lighting, and post-processing.
A bounded tactical lane-war game built around visible economy, front control, counter-unit decisions, and direct SAM play.
Play the established chess surface with bounded SAM decision telemetry and the current browser engine integration.