How OneMore, Empire and Swarmcore fit together

One studio, three different loops

DESIGAME is not only Swarmcore. The current slate contains three projects with different relationships to time. OneMore is about returning to a small personal action each day. Empire: A Century of Rule is about seeing consequences unfold across a hundred simulated years. Swarmcore is about immediate decisions inside a short arena match.

That variety is intentional. The studio is interested in systems that make a player return for a reason: a habit continued, a society changed, a match understood better than the last one. The projects do not share a single interface because they do not ask the same thing from the player.

OneMore keeps the smallest promise

OneMore is built around the idea that progress often depends on repeating a manageable action. The app does not need the spectacle of an arena or a campaign map. It needs a clear next step, a way to recognise completion and a reason to come back tomorrow. Streaks, reminders and shared goals serve that loop.

That makes OneMore the quietest DESIGAME project, but not the least considered one. Its design challenge is restraint: helping without turning the tool into another source of noise.

Empire stretches cause and effect

Empire takes the opposite rhythm. A policy choice might look good in one year and create pressure later. Taxes, spending, population, health, education and trust all compete for attention. A century-long campaign gives decisions enough room to become consequences.

The project is still in development, so the site describes its design direction responsibly rather than pretending every idea is finished. That distinction matters for players and for anyone following the studio: a development overview is not a launch promise.

Swarmcore tests decisions immediately

Swarmcore compresses decisions into seconds. Fire, move, recover, escape, mutate, push. A mistake is visible quickly, which makes the game useful for iteration. When players say a sound is weak, a mutation looks confusing or the red zone could create better outplays, those notes can become concrete changes.

Together, the three projects show the studio's range: a habit tool, a long simulation and a live arena. The common thread is not genre. It is an interest in rules that players can understand, test and return to.