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Four Thrones

A four-player free-for-all auto-battler RTS: four thrones hold the corners of one map, and your barracks' waves fight on their own. You never move a soldier; you choose what to build, when to hire a hero and when to fire the superweapon.

Author: Pedro Henrique Soncin Maia
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Description

Four Thrones is a four-player free-for-all auto-battler RTS. Four thrones sit on the corners of one map with lanes running between them, and every wave your barracks raise marches down its lane and fights on its own. You never move a soldier. You decide what to build and upgrade, when to hire a hero, where to cast a fortress spell and when to fire the superweapon that ends a base.

Four factions play four different games: the Vanguard's siege charges, the Grove's seed-reviving elites, the Emberlords' buildings that strike back as they burn, and the Necrotide's horde that grows from its own dead. Each has three heroes with ranked skills, two faction researches, a unique unit and a superweapon, and a faction card at match setup lays it all out before you commit.

It is a gift for RTS and auto-battler fans: people who love the build order, the timing, the counters and the nerve of a four-way free-for-all, and who would rather watch a plan unfold than click four hundred times a minute. The experience the author has in mind is a lobby filling up, a whole evening deciding who stands last, and the moment a superweapon lands and a throne falls.

Under the hood, each match is one deterministic simulation that never touches the engine: the same seed and the same command log produce the same war on any machine, so the replay, the save file and the multiplayer protocol are one and the same. Multiplayer runs on a dedicated referee server: create a public or private room, fill empty seats with bots and hand friends the room code. For solo play, bots come in four difficulties. The game runs on Windows and macOS.

Four Thrones is a pre-existing project developed further for the event. By September 14 it had the deterministic simulation, the map, the four factions' basic units and buildings (with some models) and a first HUD. Added between September 15 and October 5 were the hero skill kits and champion system, twelve fortress spells, the Necrotide horde engine, a new HUD and main menu, match setup with faction cards, room-based multiplayer on the referee server, Windows and macOS builds, a balance patch, the Tripo-made units and buildings, and the sound effects and cover.

How Tripo was used

Tripo was the modeler: nearly every 3D asset in the game came out of it, and it is why a solo developer could ship a four-faction roster.

  • What it made: the 12 faction buildings, 33 unit families and the map props, each generated image-to-model by Tripo from the project's own painted references, made with Nano Banana Pro in one hand-painted style.
  • How it was used: inside Unity's AI generators and through the Tripo API.
  • The chain: reference, Tripo mesh, Blender rig and Uthana motion, then a vertex-animation bake so thousands of units draw in one pass; each asset is reviewed in the match camera, and rejects are regenerated from new references.

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