Stand Eternal

One world. Every device.

Steam. iPhone. Android. Same map.

Most cross-platform MMOs gate features by device. Mobile players get a viewer; PC players get the real game. Or the world is split into separate shards by platform. Stand Eternal does neither. The persistent world runs on Elixir on a server cluster; every client — Steam, iOS, Android — connects to the same world, the same map, the same neighbours.

The four platforms

Steam (Windows · macOS · Linux)

Primary

Native desktop client distributed via Steam. Full keyboard + mouse + gamepad input. Larger viewports show more of the world map at once.

iOS App Store

Primary

Native iPhone and iPad app. Touch-first interface with multi-finger drag-rectangle selection, hold-for-context-menu, and tap-to-select gestures tuned for real-time combat. No feature is missing from the desktop version.

Google Play Store

Primary

Native Android app, identical scope to iOS. Same touch grammar, same gameplay, same world.

Web (HTML5)

Secondary

A browser-playable build for the device you happen to be in front of. Performance and feature set may be slightly behind the native clients; meant as a convenience, not a primary delivery.

One account, one world

Authentication is platform-agnostic. The account that founds your House on Steam is the same account that opens your House on iOS fifteen minutes later. There is no data sync delay; the world is authoritative on the server, and every client just renders the same truth from a different camera. A worker visible to your phone is the same worker visible to your PC, at the same coordinates, with the same fatigue meter.

There is no separate ‘mobile shard.’ There is no ‘PC server.’ A war fought between two Houses is a war where one player might be commanding from a desk in Lisbon while their ally rallies reinforcements from a phone in São Paulo, and their enemy advances on a couch in Manila. The whole world coexists on a single map.

Why we did not build a mobile-first compromise

The dominant pattern in mobile MMOs is to design for a small, low-FPS touch screen first and then port up. That ceiling is real — Rise of Kingdoms, Last War, Whiteout Survival are all visibly limited by mobile-first constraints. But the opposite pattern — design for PC and treat mobile as a viewer — sacrifices the iPhone player’s ability to actually fight. Stand Eternal designs for the intersection: combat that reads at thumb-distance on a 6-inch screen but scales up to a 27-inch monitor without feeling small.

In practice this means: combat that pauses naturally during decision-points, animation tells that read at sprite-scale, drag-rectangle selection that snaps to clean groups, hold-to-pin UI for sustained inputs, and ranged-touch areas large enough for fingertips. The visual style — RimWorld-minimal 2D top-down — is chosen partly because it is exactly the resolution where mobile and desktop look equally clean.

Played differently, not less

The two devices invite different play sessions. Mobile is for the fifteen minutes between meetings: rotating worker priorities, dispatching a caravan, checking the food larder, queueing a building. Desktop is for the longer sessions: war coordination, alliance diplomacy, supply-line planning, big builds. Stand Eternal does not punish either pattern. The same House thrives on a phone and a PC, because the game is not designed to demand constant input — workers are autonomous, the world keeps running, and the player is a steward, not a clicker.

The Telegram companion bot

Beyond the four primary clients, a Telegram companion bot exposes status and notifications. /status returns a snapshot of your House (Keep tier, resource counts, alliance roster, monument status). /queue smithy 10 queues a craft. /alerts notifies you when an attack or supply run is incoming. The bot is a notifier, not a command center — real-time combat lives in the native app — but for the times you cannot install one, the bot keeps you in the loop.