WAR HUTS — PRESS KIT (English) ============================== FACT SHEET ---------- Title: War Huts Genre: Medieval multiplayer strategy, real-time and persistent Platforms: Browser (warhuts.com), Android and iOS — the same village everywhere Price: Free. Optional purchases of Gold and VIP (30 days) Languages: English, Brazilian Portuguese and Spanish Multiplayer: One single world, no separate servers — everyone plays in the same world Release date: Saturday, September 12, 2026, 08:00 Brasília time (UTC−3) Developer: Independent developer, Brazil Website: https://warhuts.com Discord: https://discord.gg/Nds6NbKk2G Contact: suporte@warhuts.com Press kit: https://warhuts.com/imprensa ONE-LINER --------- Found your village in a free hut on the map, grow it, train an army and decide what to do with it — hunt monsters, seize deposits, trade or attack your neighbours — in one single world that keeps moving while the game is closed. SHORT DESCRIPTION ----------------- War Huts is a medieval strategy game played in the browser and on the phone, at the same address and with the same village. Everyone plays in the same world, split into regions of 600 huts that are born as new people arrive. Time is real: a seven-minute build finishes in seven minutes whether the game is open or not, and a marching army comes home on time. Battles are simulations you watch afterwards, frame by frame, with every unit picking its target by its own rule. When the map gets too small, a gate opens to the underworld: a hundred invasions against the dark version of your own army. FEATURES -------- - One single world, in regions of 600 huts: each region grows in three rings as it fills up, and when the last one is full the next is born — the trip between regions takes two hours. - Time keeps running while the game is closed — nothing is a screen timer - Simulated, watchable battles: health, damage, range and speed per unit, a 96-slot formation grid before you leave, a replay afterwards - 27 buildings on 28 lots; the Village Center caps every other building - Ten houses train people: Barracks, Goblin Hut, Sorcerers' Tower, Monster Cave, Factory, Champion's Altar and the Underworld Barracks and Altar for combat; Explorers' House and Tamer's Hut for civilians — 28 unit types. - Deposits guarded by creatures (orc wolves, furious dwarves, giant bees, angry mushrooms, boars), with the monsters Gorvak and Vulkran at the top of the food chain - Pets: Scorch, Balu, Kiro and Nerion, tamed in the nests scattered across the map - Fishing in scattered lakes — the only target where players race to arrive first - An anonymous market with system-set quotes: selling pushes a resource's price down, buying pushes it up, and it drifts back to normal over the day. - Clans with skills for every member, a clan army, capture points and the Citadel — the throne of the region, decided in a weekly knockout tournament - Underworld campaign: a hundred invasions, no travel, against the dark mirror of your army - A Temple with blessings, a Hospital that returns the wounded, a Mail that warns of the incoming attack - Glory (PvP rating), two-month seasons, 37 achievements, 10 titles and five banner masts - Five-day newcomer shield; four player villages a day, and each player can only be attacked once a day - World chat, private messages and clan mail - Three languages; the same address on desktop and phone THE STORY OF THE WORLD ---------------------- The map starts with free huts. Whoever arrives picks one, is welcomed by Nina — the villager who teaches the first steps — and founds a village there. Around it are the neighbours, who are real people, and the wilderness: crystal veins guarded by orc wolves, noble-wood groves defended by furious dwarves, reed beds where giant bees hum over the fibre, rare herbs protected by angry mushrooms. Shoals are born in the lakes; in the nests live creatures that only a Tamer brings back alive — Scorch, Balu, Kiro and Nerion. On the highest step stand Gorvak and Vulkran, the monsters that leave soul and fire to whoever brings them down. At the centre of every region stands a Citadel, the vacant throne: the clan that wins Saturday's tournament sits on it and collects a share of everything the region produces. And when the map gets too small, a gate opens in your own village. On the other side of the veil is your army in its dark version — the same units, tougher, fed on Enemy Soul. A hundred invasions, one at a time, and at the end of them stand the Underworld Barracks, Workshop, Altar and House of Magic Items. HOW IT WAS MADE --------------- War Huts is made by an independent Brazilian developer. The first commit dates from July 31, 2026, and the game has been built in public since then, at a pace of several updates a day, with players testing every change in the live world. There is no engine and no framework: plain HTML, CSS and Canvas on the client and a dependency-free Node.js server. Battles are deterministic — the same seed produces the same battle — which is what lets a replay be stored as a handful of numbers and played back on any device. The world is split into regions that run on separate server cores, but to the player it is still one world: everyone can attack and talk to everyone, and the trip between regions takes two hours. ASSETS ------ Everything in this folder may be freely used in articles, videos and reviews about the game. Screenshots: mapa-com-hud (map with HUD), vila-com-hud (village with HUD), primeira-tela-nina (first screen, with Nina), celular-mapa and celular-vila (phone), mapa-mundi-regioes (world map of regions), site-home, batalha-variada (a varied battle), invasao-submundo (underworld invasion), mapa-mundo, mapa-submundo, vila-completa (a complete village), vila-praca (the village square). Videos: trailer-pt, trailer-en and batalha-96x96 (a full 96-versus-96 battle). Logos: logo-war-huts (transparent background), logo-war-huts-fundo-escuro (dark background) and icone-war-huts (icon).