PlayBlueprint

Hollow Crown GDD

Design Overview

Pillars, the two-layer structure, and the role of permadeath.

7 min read

On this page v

Hollow Crown asks the player to win a war they cannot afford. The design pairs deliberate, readable tactical combat with a strategic layer where resources, morale, and named lives are all scarce.

Design Pillars

  • Every soldier is a name, not a number — loss must hurt.
  • Information is power: the player should never lose to hidden math.
  • The strategic and tactical layers must each pressure the other.
  • Defeat is a story beat, not a failure screen.

Two Layers

The tactical layer is a deterministic grid battle. The strategic layer is a campaign map where the player allocates scarce soldiers and supplies between fronts. Decisions in one layer ripple into the other.

Inventory and equipment screen with character portrait and stat tooltips
The equipment screen keeps complex stat interactions legible through layered tooltips.