Reign of Brabant — public beta. Skirmish and campaigns playable.
What started at night as a silly idea — a satirical RTS in your browser where Brabanders, Limburgers, Belgians and...
A satirical WarCraft-style RTS — entirely in your browser. Four factions fight over a stolen Golden Sausage Roll in an alternative 1473 Brabant (my home province, in the south of the Netherlands). In public beta since May 2026: skirmish mode is fully playable, and so are all the campaigns. Built by one person with AI. 36,000+ lines of code, Three.js, TypeScript and a healthy dose of Brabant humour.
Since early 2026 I have been tied to the house. My days are care. But at night, when the house is quiet, my head keeps going. So I build. Not because I have to — but because it is the only way to keep my head straight.
Reign of Brabant started as a distraction. A silly idea: what if you made a WarCraft-style game, but set in Brabant, with sausage rolls (worstenbroodjes, the local snack) as a resource and LinkedIn Connections as currency? It grew into something much bigger. A complete RTS with 4 factions, 8 hero characters, 25+ campaign missions, multiplayer, AI pathfinding, 3D models, voice acting — the full package.
But the real story isn't the game. It's what building it teaches me. Every system I build for RoB — memory management for AI agents, asset pipelines, project architecture — flows straight back into my other projects. The bidirectional memory system I built for Claude Code subagents? That came from RoB. The deployment automation? RoB. It's a learning machine disguised as a game.
This is where it all comes together. Brabant (where I was born, where I live, where I'm staying). Building (what I do, what I've always done). Technology (Three.js, TypeScript, AI — the state of the art). And humour (because if you can't laugh at a game where the Randstad faction attacks with PowerPoint presentations, what can you laugh at?).
The year 1473. A legendary Golden Sausage Roll has been stolen. Four factions fight for control of Brabant.
Defenders of gezelligheid (the Dutch word for warm, cosy togetherness). Sausage rolls as a resource, beer as a boost. A unique Gezelligheid mechanic: the closer your troops are to each other, the stronger they get.
A mysterious underground kingdom. Coal mines, vlaai (Limburg fruit tart) as a resource. A tunnel system for strategic transport.
The chaotic chip-shop faction. Fries as a resource, chocolate as a boost. Waffle irons as siege weapons.
Bureaucratic corporates from the Randstad (the big-city west: Amsterdam, Rotterdam, The Hague). LinkedIn Connections as a resource. They attack with PowerPoint presentations and Endless Meetings.
No more demo, no alpha, no "come back in six months". Click the play button, and five seconds later you're in a match.
Fully playable. Pick a faction, pick a map, pick an AI opponent. Pathfinding works, audio works, the RTS camera works. Grab an hour and go.
Four storylines, one per faction, all four playable right through to the end. A Brabant hero, a Limburg tunnel digger, a Belgian fry king, a Randstad CEO with a PowerPoint deck.
Reign of Brabant is a learning machine. Every technical challenge — how do you render a thousand units at once, how do you get AI agents to work together, how do you build an asset pipeline that scales — forces creative solutions. And those solutions flow straight back into everything else I build.
The best example: the bidirectional memory system for Claude Code subagents. AI agents start every run with memory loss — they know nothing about previous sessions. So I built a system: 30 feedback memories extracted into a common shared.md file, per-agent memory files, 7 specialised agents. 6+ documented recurring mistakes that are now prevented. Two hours of setup that saves time straight away in every session. That system came out of the late-night build sessions on RoB.
And there's more. Deployment automation (how you push a game build to production without downtime). Asset pipelines (how you manage 3D models, voice actors and music in one workflow). Project architecture (how you keep 36,000+ lines of code manageable). Crowdfunding strategy (how you build a community around a product). All of it useful far beyond the world of games.
I use the same solutions for games I build for clients.
3D rendering engine, complete RTS camera, terrain generation. Everything runs in the browser — no downloads, no installation.
36,000+ lines, strict types, bitECS architecture. An Entity Component System for fast game logic with thousands of entities.
3D models (Meshy), voices (ElevenLabs), music (Suno), portraits (fal.ai Flux). AI as a production partner, not a gimmick.
AI pathfinding with a navmesh, strategic movement. Units find their way across the terrain and around obstacles.
Very fast builds, hot reload, optimised production bundles. From code to browser in milliseconds.
3D positional audio, dynamic music per faction and battle intensity. The sound changes with what happens on the battlefield.
What started at night as a silly idea — a satirical RTS in your browser where Brabanders, Limburgers, Belgians and...
A satirical RTS in your browser. Free to play. If you'd like to contribute to its development, you can do that too.
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