An independent grand strategy project

For Carrot and Honour

A grand strategy game of kingdoms, dynasties, faith, and war — in a medieval world of rabbits.

Plate I

Realm overlook

Early visual exploration
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01 About the project

A realm before it becomes a game.

For Carrot and Honour is an in-development grand strategy game about the slow making—and unmaking—of realms.

Its rabbit civilizations are treated with the gravity of history. The design is centred on living provinces, rival houses, inherited belief, political ambition, and choices whose consequences unfold across generations.

I

A living world

Realms grow from geography, local conditions, institutions, and time.

II

History with weight

Dynasties, religion, politics, and war are designed to leave lasting marks.

III

Strategy at a distance

The player rules through the world—not above a collection of disconnected systems.

The world comes first. The systems must belong to it.

Development principle

02 Visual development

Fragments from a world taking shape.

Working images, map studies, and architectural explorations. These are direction-finding pieces, not final game art.

An oblique hand-drawn study of the FCAH world map, showing mountains, rivers, forests, coasts, and varied regions
Plate II · Visual exploration

The shape of the realm

Biome identity, great mountain systems, rivers, and provincial rhythm.

Pencil and ink concept study of a fortified medieval rabbit capital approached by a bridge
Plate III · World-building sketch

A capital with a past

Stone, timber, worship, trade, and authority gathered behind one wall.

03 Development status

Foundation first. Spectacle later.

FCAH is early in development. The current work is establishing a coherent world and the systems that will eventually make it move.

01

World-map foundation

The terrain and strategic map foundation are established for the current phase.

Foundation set
02

Province structure

The world is divided into 82 provinces with deliberate scale, identity, and relationships.

Defined
03

Biome identity

Regional climates and terrain character now give the continent a readable visual logic.

Established
04

Lore & religion foundations

A shared sacred inheritance and its regional traditions are being built into the world.

In progress
05

Gameplay systems planning

Economy, realms, traditions, dynasties, and politics are being designed as connected systems.

Active design

04 Technical snapshot

Built as a world,
not a façade.

The project is being developed iteratively in Godot. Current builds are prototypes: foundations for the world and simulation, not a polished vertical slice.

Engine
Godot
A focused, flexible foundation for the project.
World
82 provinces
A continent built to read at grand-strategy scale.
View
Fixed oblique map
Readable strategy with the presence of a miniature world.
Method
World-first iteration
Build, inspect, refine, then layer in the systems.

05 The chronicle continues

The banners have
not yet risen.

For Carrot and Honour is still early in development. More of its realms, systems, and stories will be revealed as the work earns it.

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