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Arcen Games, LLC
Indie game development studio since 2009. AI War, Calling The Rain, and more.
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  • News
  • Games
    • Heart of the Machine
    • AI War 2
    • AI War: Fleet Command
      • AI War: The Zenith Remnant (Expansion 1)
      • AI War: Children of Neinzul (Expansion 2)
      • AI War: Light of the Spire (Expansion 3)
      • AI War: Ancient Shadows (Expansion 4)
      • AI War: Vengeance of the Machine (Expansion 5)
      • AI War: Destroyer Of Worlds (Expansion 6)
    • The Last Federation
      • The Last Federation: Betrayed Hope (Expansion 1)
      • The Last Federation: The Lost Technologies (Expansion 2)
    • Starward Rogue
    • Bionic Dues
    • Skyward Collapse
      • Skyward Collapse: Nihon no Mura (Expansion 1)
    • A Valley Without Wind
    • Tidalis
    • Shattered Haven
    • In Case of Emergency, Release Raptor
  • Wiki
  • Idea/Bug Tracker
  • Discussion
  • $ Tips
  • About
    • Basics About Arcen (Ar-ken) Games
    • How To Buy Our Stuff
    • Company History “Novella”
      • Part 1: 2009-2010, AI War And Tidalis
      • Part 2: 2011-2012, A Valley Without Wind, etc
      • Part 3: 2013-2014, Shattered, Bionic, Skyward, Last Federation – Peak Arcen
      • Part 4: 2015-2016, Beyond Reach, Rogue, Raptor – Going 3D
    • The Arcenverse
    • Contact Us

Recent News

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Jun102009

AI War 1.005 Released (Free DLC & Player Suggestions)

AI WarBy Chris McElligott ParkJune 10, 2009Leave a comment

Arcen Games is pleased to announce the release of AI War: Fleet Command version 1.005. You can download a trial version of the game, as well as purchase a license key to unlock the full version. If you already have the game or demo installed, just hit “Check For Updates” inside the game to get…

Details

AI War on Co-Optimus.

AI War, ReviewsBy Chris McElligott ParkJune 5, 2009Leave a comment

From the post: I checked out the demo last week and came away surprised just how deep this game is.  The game isn’t for the faint of heart when it comes to strategy.  Thankfully there’s a full tutorial available to walk you through the game.  The cooperative mode feels very robust, but you’ll definitely want…

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AI War Comes To GameTrove!

AI WarBy Chris McElligott ParkJune 4, 2009Leave a comment

AI War is now on GameTrove, an indie-focused game site!

Designing Emergent AI, Part 2: Queries and Code

AI War, Game Design, Most Popular, ProgrammingBy Chris McElligott ParkJune 3, 200915 Comments

The first part of this article series has been a hit with a lot of people, yet criticized by others for being too introductory/broad. Fair enough, starting with this article I’m going to get a lot lower-level. If you’re not a programmer or an AI enthusiast, you probably won’t find much interest beyond this point.…

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UKGamer Review of AI War

AI War, ReviewsBy Chris McElligott ParkJune 2, 2009Leave a comment

From the review: Since you specify the parameters of the Universe you play in, there are a lot of replay opportunities and the degrees of AI difficulty and play style will also further add to that, so you’re getting a lot of indie-fuelled strategic play for your $20. But you are also encouraged to become…

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Jun22009

AI War 1.004 Released (Free DLC & Several Fixes)

AI War, ReviewsBy Chris McElligott ParkJune 2, 2009Leave a comment

Arcen Games is pleased to announce the release of AI War: Fleet Command version 1.004. You can download a trial version of the game, as well as purchase a license key to unlock the full version. If you already have the game or demo installed, just hit “Check For Updates” inside the game to get…

Details

Designing Emergent AI, Part 1: An Introduction

AI War, Game Design, Most Popular, ProgrammingBy Chris McElligott ParkJune 2, 200913 Comments

A lot of people have been curious about how the AI in AI War: Fleet Command works, since we have been able to achieve so much more realistic strategic/tactical results compared to the AI in most RTS games. Part 1 of this series will give an overview of the design philosophy we used, and later…

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Optimizing 30,000+ Ships In Realtime In C#

AI War, Game Design, ProgrammingBy Chris McElligott ParkJune 1, 200916 Comments

My latest game, AI War: Fleet Command, has some of the highest unit counts in the RTS genre. Most campaigns against moderately-hard AIs have over 30,000 ships being simulated at once by the time they are done, and many multiplayer campaigns have upwards of 60,000 or more ships. The game is coded in C#, a…

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Games As Art… Or Not

Game DesignBy Chris McElligott ParkMay 29, 20092 Comments

“Can Games Be Art ™” is a big question that a lot of people have asked over the years. There are heated arguments on both sides, and I don’t really intend to get into that here. The fact remains, a lot of people believe that some games are art, or at least art-like, and this…

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The Case For Co-Op Games

Game Design, Most PopularBy Chris McElligott ParkMay 26, 20094 Comments

I am running an experiment. My company’s first game, AI War: Fleet Command, is an RTS game that is entirely cooperative. Not that you can’t play it single-player — you can, and it’s completely fun that way — but there is no player-vs-player mode in a genre that is known for its pvp skirmishes. Was…

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