WAR HUTS — PRESS KIT (English)
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FACT SHEET
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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
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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
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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
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- 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
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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
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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
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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).
