An 18+ political crisis-management simulation
[Studio Name] · 2026
This is a game about what happens when the system breaks and someone has to hold the pieces together. It's a strategy game for adults who are tired of pretending governance is simple. The first installment of a five-part franchise.
Players over 25 are underserved. Political games are either simplified (Tropico, Democracy) or abstracted into warfare (Civilization, Stellaris). No serious political crisis simulation exists.
| Title | What it proved | What it didn't do |
|---|---|---|
| Frostpunk | Players want moral weight in strategy | Crisis is backdrop, not the system |
| This War of Mine | Civilian perspective sells (7M+ units) | No institutional mechanics |
| Papers, Please | Bureaucratic gameplay works (5M+ units) | Single-role, no systemic simulation |
| Crusader Kings III | Deep political systems find mass audiences | Medieval setting, dynasty focus |
The intersection — a modern political crisis sim with institutional depth and moral gravity — is wide open.
The comparable titles prove the audience exists. Frostpunk proved players will engage with moral dilemmas in strategy games. This War of Mine proved civilian-perspective stories sell. Papers, Please proved bureaucratic gameplay can be compelling. But none of them simulate the actual mechanics of political crisis — legitimacy, faction dynamics, institutional decay, and the fog of contested information. That's our space.
The Powers That Be: Fault Lines is an 18+ political crisis-management simulation where you play as a crisis coordinator steering a fractured island city-state through cascading institutional failure.
This is not a power fantasy. This is a game about the weight of responsibility. The player sits at the intersection of competing demands from six factions, 18 interlocking systems, and a city of 3.2 million people whose trust they haven't earned. The game rewards careful, long-term thinking over decisive single moves. And thanks to our AI media pipeline, every player's crisis looks different.
It's 3 AM. Your crisis dashboard shows amber across three districts.
Walk the investor through the scenario. The player reads competing news reports, consults their crisis cabinet (3 specialized seats with different capabilities), and must decide: deploy emergency services (costs legitimacy with the labor bloc), issue a public statement (buys time but doesn't solve the problem), or investigate the corruption angle (high reward but high risk, and it takes turns to pay off). Whatever they choose, the consequences ripple through 18 interconnected meters over the next 1-4 turns. This is the core loop — and it's deeply compelling.
A fictional island city-state purpose-built for political crisis simulation.
| Design need | How the island solves it |
|---|---|
| No outside rescue | Closed geography — no cavalry coming |
| Visible consequences | Supply ships, not abstract trade routes |
| Climate vulnerability | Coastal flooding, heat domes, storms |
| Containable scope | 8 districts, not 50 states |
| Cultural identity | Distinct but not mapped to real nations |
Every design choice about Merova serves gameplay. The island is closed — there's no calling in the army or fleeing to another country. Supply chains are visible — when a ship doesn't arrive, the player can see the empty dock. Climate events hit the whole island at once. And the 8 districts create a legible map where the player can see tension spreading in real time.
The 18-meter system is what gives this game replayability and depth. Every action shifts multiple meters. Cracking down on protests reduces Spark Volatility immediately but raises Grievance and Retaliatory Pressure 2-3 turns later. The delayed effects are the game's signature mechanic — players learn to think in terms of debt, not just immediate results.
This is an 18+ game. That rating is a design feature, not a marketing liability.
| Title | How it handles violence | Sales |
|---|---|---|
| Frostpunk | Implied through consequences | $100M+ |
| This War of Mine | Civilian suffering, not combat | 7M+ units |
| Spec Ops: The Line | Moral weight of command decisions | 3M+ units |
This principle is essential for both the game's integrity and its market position. We're not making a violence simulator. We're making a game about the cost of power. The 18+ rating gives us the space to show that cost honestly — a hospital overflowing because of the player's order, not a cinematic explosion. This is the same storytelling space that prestige TV occupies.
Our AI media pipeline generates HD images, short video clips, voiced character dialogue, and adaptive soundscapes — all unique to the player's specific crisis.
| Layer | Technology | Cost | Output |
|---|---|---|---|
| Images | fal.ai / Stability AI | ~$0.04/image | Event card art, newsfeed photos, vignettes |
| Video | Runway Gen-3 / Sora | ~$0.05-0.10/sec | 5-10s cinematic transition clips |
| Voice | ElevenLabs Turbo | ~$0.01/line | 8 recurring characters with unique voices |
| Music | Suno V5 | ~$0.20/track | Adaptive ambient soundscapes |
| Year | Image cost | Video cost | Per-session |
|---|---|---|---|
| 2026 | $0.04/image | $0.05/sec | $2-5 |
| 2028 | ~$0.01/image | ~$0.02/sec | $0.50-1.50 |
| 2030 | ~$0.005/image | ~$0.01/sec | $0.25-0.75 |
This is the technology that makes this game impossible to clone quickly. The pipeline is provider-agnostic — we can swap from Runway to whatever comes next with a config change, not a rewrite. By installment 3, the media generation is essentially free. And the content is inherently streamable — every streamer produces unique footage, which is organic marketing we couldn't buy.
| Title | Dev cost | Revenue | Units |
|---|---|---|---|
| Frostpunk | ~$2M | $100M+ | 3M+ |
| This War of Mine | ~$1M | $50M+ | 7M+ |
| Papers, Please | ~$50K | $15M+ | 5M+ |
| Crusader Kings III | ~$15M | $100M+ | 3M+ |
| Democracy 4 | ~$500K | $10M+ | 500K+ |
Our wedge: None of these combine modern political setting + deep institutional mechanics + fog-of-crisis + AI-generated media + franchise architecture. We're not competing with them — we're occupying the space between them.
Political strategy games either abstract politics into warfare (Civilization) or simplify it into policy sliders (Democracy). Nobody is building the systems-level simulation of how institutions actually work under pressure. Our closest spiritual comparables — Frostpunk and This War of Mine — proved the audience will pay premium prices for moral weight in strategy games.
The strategy audience is well-established and willing to pay premium. But the real growth opportunity is the crossover audience — people who watch political thrillers, read crisis journalism, and care about governance but haven't found a game that speaks to those interests. The AI cinematic pipeline makes this game visually compelling enough to reach that audience through streaming and social media.
| # | Title | Crisis phase | Price |
|---|---|---|---|
| 1 | Fault Lines | Pre-collapse, cascading instability | $29.99 |
| 2 | Public Order | Acute unrest, legitimacy crisis | $19.99 |
| 3 | State of Exception | Emergency powers, democratic erosion | $19.99 |
| 4 | Continuity Protocol | Infrastructure failure, system breakdown | $29.99 |
| 5 | The Interim | Transitional governance, rebuilding | $19.99 |
Player choices carry forward between installments via four legacy variables:
~70% code reuse between installments. Each adds new content, not new architecture. 18-24 month cadence.
The franchise is the business model. Installment 1 builds the engine, the pipeline, and the audience. Installments 2-5 are primarily content + design work on an established platform. Development costs drop by 40-60% per installment while revenue remains comparable. The legacy system creates an emotional hook — players want to see how their Fault Lines decisions play out in Public Order.
The architecture is the real product. The engine is a pure function — given a game state and an action, it always produces the same result. This makes it trivially testable, replayable, and moddable. The content layer is data, not code. And the AI media pipeline is designed to swap providers as the landscape evolves. We're not betting on any single AI company; we're betting on the trajectory of the entire industry.
| Metric | Conservative | Moderate | Optimistic |
|---|---|---|---|
| Units (Year 1) | 50,000 | 150,000 | 400,000 |
| Revenue (Year 1) | $1.0M | $3.2M | $8.5M |
| Lifetime units | 150,000 | 500,000 | 1.5M |
| Lifetime revenue | $3.0M | $10.5M | $30M+ |
Based on $29.99 price, 70% net after Steam/App Store fees, standard indie strategy sales curves.
| Cost item | Per session | Per campaign |
|---|---|---|
| AI images (25-35) | $1.00-1.40 | $5-7 |
| AI video (3-5 clips) | $0.75-2.50 | $4-12 |
| AI voice (15-25 lines) | $0.15-0.25 | $1-2 |
| AI music (1-2 tracks) | $0.20-0.40 | $1-2 |
| Total AI cost | $2-5 | $10-25 |
| Gross margin (after AI + platform) | ~55-65% | |
The conservative case assumes we sell comparably to Democracy 4. The moderate case assumes Suzerain-level awareness with better production values. The optimistic case assumes breakout comparable to Against the Storm. AI costs are manageable at premium pricing and decrease over time. The franchise model means even the conservative case is profitable by installment 2.
| Role | Responsibility |
|---|---|
| Creative Director / Game Designer | Vision, systems design, balance, content pipeline |
| Lead Engineer | Engine, architecture, AI media pipeline, CI/CD |
| Frontend / UI Developer | React Native UI, dashboard, map, cards, accessibility |
| Narrative Designer | Dilemmas, vignettes, newsfeed, tone bible, SME coordination |
| Producer | Sprints, milestones, stakeholder comms, community |
| Role | Engagement |
|---|---|
| Art Director / Visual Artist | Heavy months 1-6, periodic after |
| Sound Designer | Months 8-14 |
| QA Lead | Part-time → full-time months 13+ |
| Political Science SME | 3-4 review cycles |
| Sensitivity Readers | 2-3 full content passes |
| Legal Counsel | IP, content rating, privacy, ToS |
The team structure is lean by design. The architecture is specifically built to amplify a small team through AI tools. The engine being pure TypeScript with strict types means AI coding assistants are highly effective. The content being schema-validated JSON means a narrative designer can create game content without writing code.
| Month | Milestone | Deliverable |
|---|---|---|
| 3 | Engine proof-of-concept | 18 meters functional, type system complete |
| 7 | Playable vertical slice | 10-turn "Heat Debt" scenario, placeholder art |
| 11 | Cinematic demo | Same scenario with AI-generated media |
| 14 | Platform beta | Steam + mobile builds, community infrastructure |
| 19 | Content complete | 32+ dilemmas, 6 seats, 5+ scenarios |
| 22 | Release candidate | Full QA, store submissions |
| 24 | Launch | Steam + App Store + Google Play |
The timeline is aggressive but achievable. The design documentation is already mature — we're not starting from a blank page. The 18-meter system, incident pipeline, dilemma catalog, and setting bible are all designed and validated. Phase 2 is the critical risk gate — if the vertical slice plays well with placeholder art, the rest is execution.
| Category | Allocation | Amount |
|---|---|---|
| Engineering (3 FTEs) | 45% | $450K |
| Art + Audio (contract) | 15% | $150K |
| AI Media Credits | 10% | $100K |
| Operations (legal, infra, tools) | 10% | $100K |
| SME + QA (contract) | 10% | $100K |
| Marketing (pre-launch) | 5% | $50K |
| Reserve | 5% | $50K |
| Scenario | Lifetime units | Lifetime revenue | ROI on $1M |
|---|---|---|---|
| Conservative | 150K | $3.0M | 3x |
| Moderate | 500K | $10.5M | 10.5x |
| Optimistic | 1.5M | $30M+ | 30x |
Franchise installments 2-5 are additional revenue at lower development cost.
We're seeking enough runway to reach a visually compelling demo by month 11. That demo serves double duty: it's the basis for early access and press coverage, and it's a fundable milestone for follow-on investment if we want to extend the runway. The 45% engineering allocation reflects that this is a tech-first studio.
| Risk | Severity | Mitigation |
|---|---|---|
| Content sensitivity | High | Violence principle baked into design. Sensitivity readers. Content warnings + intensity toggles. No real-world mapping. |
| AI cost overrun | Medium | Provider abstraction. Cost tracker with budget caps. Tiered rendering degrades gracefully. Costs trending down 50%/year. |
| AI provider shutdown | Medium | No single-provider dependency. Fallback static art library. Self-hosted models as future option. |
| Scope creep | High | 18-meter system is bounded. Content is data, not code. Month 7 vertical slice is the scope gate. |
| Platform risk | Medium | Steam is primary (mature 18+ policies). Mobile launch can follow desktop. |
| Audience too niche | Low | Frostpunk ($100M+), TWOM (7M+ units) prove mass-market appetite. AI media expands accessibility. |
| Key-person risk | Medium | Architecture maximizes AI-assisted dev. Pure TypeScript with 100+ tests. Straightforward onboarding. |
The biggest risk is content sensitivity — but we've been designing for it from day one. The violence principle, the coordinator POV, the 18+ rating, and the content warning system are all part of the design, not afterthoughts. The second biggest risk is AI costs, which we mitigate through architecture and the fundamental cost trajectory of the industry.
Image generation: $0.50 in 2023 → $0.04 in 2026 → projected $0.01 by 2028. The cinematic pipeline was economically impossible 2 years ago. First-mover advantage: we build the architecture now; the economics improve every year.
Frostpunk 2, Against the Storm, Suzerain have validated the market. "Prestige TV for games" is emerging with no dominant player in political simulation. Strategy audience on Steam grew 15% in 2025.
Expo + Tauri + TypeScript = cross-platform from a single codebase. AI coding assistants provide 3-5x productivity for well-typed codebases. Managed services eliminate infrastructure overhead.
The timing argument is essential. Two years ago, the AI media pipeline would have cost $50-100 per session — non-viable. Two years from now, someone else will have built it. The window is now.
The Patchwork Century becomes the definitive political crisis simulation franchise.
Games have explored war, survival, civilization-building, and fantasy politics. Nobody has built the game that explores how institutions actually work under pressure — how legitimacy is built and lost, how information is contested, how corruption adapts, how well-intentioned people make terrible tradeoffs.
That game is The Powers That Be.
Close with the vision. This isn't just a game — it's a new genre. Political crisis simulation doesn't exist yet as a category. Frostpunk opened the door to "moral weight in strategy." We're walking through it. The franchise architecture, the AI pipeline, and the design maturity give us a 2-3 year head start over anyone who tries to follow.
[Name] · [Email] · [Website]
Leave them with the appendix offer. The depth of the design documentation is itself a signal of seriousness. Most pitches at this stage have a concept and a prototype. We have a complete design system — 18 meters with cross-effects, 14 incident types, 12 dilemma templates, a full setting bible, and a technical architecture. The engineering risk is execution, not design. That's a much better risk profile for an investor.