AquaClash – Game Economics
AquaClash was an alliance-driven strategy game experiment with resource loops and seasonal competition. We have sunset the project; its design lessons remain here.
Project status: sunset
We tried Lanami, Vdea, and AquaClash and have since sunset all three. They are no longer active products. These pages remain as a record of what we built and learned.
The economy loop we designed
AquaClash was an alliance-driven strategy game experiment. We designed a loop of gathering resources, upgrading structures, training units, competing and reinvesting rewards. The intention was for progress to compound and give each return visit a purpose.
Time, alliances and seasonal resets
Timed construction and training introduced anticipation and trade-offs. Alliances were intended to create coordination, shared defence and social commitment beyond solo progression. The seasonal concept centred on The Abyssal Throne: a contested objective with a holding window and a reset of competitive stakes.
We also explored pearls for faster upgrades. The design aim was to sell tempo without making competition meaningless. Too much friction risked frustrating casual players; too little risked removing strategic depth.
The lesson I kept
Economy decisions affected more than a single screen. Progression, social pressure, power concentration and monetization interacted. These were the hypotheses behind the design, not proof of retention or fair competition at scale. We have since sunset AquaClash, and this article remains a record of that work.
AquaClash
AquaClash was an alliance-driven strategy game experiment with resource loops and seasonal competition. We have sunset the project; its design lessons remain here.
Current projects
Practical products across AI, learning and logistics, alongside a personal hobby in Chiang Mai. Explore what each project does and the thinking behind it.
