Curator's Video Review
AI Disclosure
How this game uses AI across five dimensions
Developer's note: The code and the pixel art were built with Claude Code Opus; I directed the design, the AI built the thing.
Pixel Conquest
Pixel Art RTS Game
About
Pixel Conquest is a real-time, browser-based WW2 territory war where three factions β the β Soviets, π¦ USA, and βοΈ Germany β fight for control of a 150Γ150 pixel battlefield. Choose your faction and join a living map where every pixel is contested. Expand your territory, build and upgrade Outposts to generate pixels passively, and race to control the central Factory for a powerful buff. Fall behind? Capture the Radio Tower β it spawns automatically when one faction pulls too far ahead. Each faction fights differently: Soviets double their expansion at night, the USA deflects attacks during the day, and Germany's Blitzkrieg can capture pixels twice in one strike. Time your moves around the day/night cycle or lose the edge. Coordinate with your faction to charge and launch a Nuke β a faction-shared weapon that grows more devastating the longer you wait, capable of wiping a 25Γ25 area clean. Manage your energy carefully across every action: expanding, building, attacking, and launching. Pure human strategy on a shared battlefield.
Curator's Note
βWhat it is. Pixel Conquest is a browser-based WW2 RTS in pixel art β Soviets, Germany, and USA fighting for the same map. But forget the 20-minute skirmish you're picturing: this is a seven-day war. One persistent map, three factions, and you're in it for the long haul alongside everyone else who picked your side.
Why it matters. The clever bit is the win condition. There's no instant checkmate β a faction has to hold 80% of the map long enough for a victory counter to run out, and the moment anyone crosses that line, every other faction gets a shared reason to gang up and drag them back under 80%. That single rule turns the whole server into a self-balancing tug-of-war: dominance invites a coalition against you. It rewards coordination over twitch reflexes, which is rare and genuinely makes it feel like a war rather than a match.
How to play it. Two real paths to victory. Slow-burn: spend the early days building infrastructure and out-economy everyone into a late-game push. Or fast-break: hit hard and early to lock the map before the other factions get organized enough to stop you. And the meta tip β if a rival faction tips past 80%, drop your own plans and rally; breaking them under the line buys the whole server more time. Factions play differently too: Soviets lean on mass and relentless expansion, USA on defense and fortified lines, Germany on adaptive blitz.
Honest verdict. Full disclosure β this is my own game, so take the praise with that grain of salt. The design and logic are entirely mine, and it took over a month of tuning to get the systems behaving (the early builds had real logic problems). The code and the pixel art were built with Claude Code Opus; I directed the design, the AI built the thing. It's a slow, social, surprisingly tense strategy game, and the 80%-coalition mechanic is the reason it earned a spot.β