[p]Thank you for your interest in Mitrapunk and for wishlisting the game. It means a lot.[/p][p][/p][p][b]Two years ago[/b] I went quiet on updates while I rebuilt the foundation. I was balancing a 9-to-5 and offline life, so I focused my time on hands-on experimentation. That stretch let me test many mechanics, drop the weak ones, and strengthen the vision step by step.[/p][p][/p][p]Today I have a solid working concept of the core systems. [b]The core loop is the clearest it has ever been[/b]. You still feel the complexity, the ambiguity, and the pressure to make dense decisions with imperfect information. The loop is clearer and the choices are sharper.[/p][p][/p][p]I also [b]refreshed the visuals[/b], while keeping the core promise intact: this is a management sim about running software development inside a big organization. You are not a coder. [b]You are the engineering manager[/b], negotiating priorities, architecture, and people dynamics to ship real features.
[/p][p]I made a short video to show where Mitrapunk sits between the two extremes: one game that abstracts everything into a few clicks, and another that makes you write real code. [b]Mitrapunk lives in the middle[/b], where you think like an engineering manager and navigate real interesting tradeoffs. Watch it if you want the clearest picture of what this game is trying to be.[/p][p][/p][p][/p][previewyoutube="sHeqS-uJrd4;full"][/previewyoutube]