Na Gaill

Na Gaill

Turn-based strategy inspired by Celtic myth — built with my team at Colun. Lead your clan to power by capturing zones, managing resources, and raiding enemy camps across a living, tile-based map. ⚔️🗺️
Status: Work in progress (actively developed). 🛠️

Current Features

  • Territory capture (zones + raid camps)

  • 💰 Resource play: fishing, mining, forestry, cattle

  • ⚔️ Raid camps with influence + city pressure

  • 🔄 Turn-based flow with per-turn processing

Roadmap

  • 🌐 Multiplayer (co-op & competitive)

  • 📖 Expanded lore and narrative events

  • 🛡️ More territories, units, and mechanics

Tech Highlights

  • 🔧 Zone control & victory checks
    Server-authoritative ownership tracking for every tile/zone. Keeps per-player control counts in sync, fires UI/game events on changes, and detects “one player controls all zones” win states while handling ties and unclaimed zones.

  • ⛏️ Resource zones & per-turn yields
    Mining, fishing, forestry, and cattle zones deliver resources to the current owner each turn. Includes range queries and on-hover outlines for “tiles in range,” plus simple buffs/timers and capture progress.

  • 💼 Player economy
    Lightweight currency/inventory layer with spend/earn flows, affordability checks, and per-turn updates that other systems (upgrades, repairs, raids) hook into.

  • 🏴 Raid camps & AI fleets
    Camps have health, defense tiers, and influence. AI evaluates nearby cities/targets, spawns fleets, and chooses actions (raid, repair, upgrade) based on pressure and cooldowns.

Built in Unity (C#) with Netcode for GameObjects. Developed collaboratively with the Colun team. 🤝

Watch Trailer
Na Gail Screenshot 1

Na Gail Screenshot 1

Na Gail Screenshot 2

Na Gail Screenshot 2

Na Gail Screenshot 3

Na Gail Screenshot 3