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.
Where this stands today
One thing first, because the rest of this page describes a commitment rather than a shipped product. Stand Eternal runs today as a desktop build used for internal testing, and the Steam page is Coming Soon. The mobile clients are not built yet.
What is already decided, and what the engineering has been pointed at from the first week, is below: one account, one world, the same game everywhere, and no feature withheld from a platform. The engine was chosen for it and the server never cared what kind of client was connected. Saying so before it exists is the point of a devlog; we would rather be held to it.
The four platforms
Steam (Windows · macOS · Linux)
PrimaryNative desktop client distributed via Steam. Full keyboard + mouse + gamepad input. Larger viewports show more of the world map at once.
iOS App Store
PrimaryNative 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
PrimaryNative Android app, identical scope to iOS. Same touch grammar, same gameplay, same world.
Web (HTML5)
SecondaryA 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 hero visible to your phone is the same hero 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 hero 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 — heroes are autonomous, the world keeps running, and the player is a steward, not a clicker.
The Telegram companion bot
Planned, not built. Beyond the primary clients, a Telegram bot is meant to carry status and notifications: a snapshot of your House, a simple craft queue, a ping when an attack or a supply run is incoming. It is a notifier and not a command centre, because real-time combat belongs in the app.