I’m looking for an experienced full stack developer to build a playable MVP of a browser based, persistent strategy MMO (in the lineage of OGame / Ikariam / Tribal Wars).
This is not a UI heavy project. This is a systems driven game where time, math, and determinism are the core architecture.
The Game (High Level) - Persistent, browser-based strategy MMO - Space themed (sectors, zones, colonies, fleets) - Text first, functional UI (HTML/React reference provided) - Server authoritative time and state - Deterministic mechanics (no RNG once inputs are known)
Players: - Manage colonies - Produce resources continuously - Build infrastructure and fleets - Launch fleets across a mapped universe - Resolve combat deterministically - Colonise new colonies once strict conditions are met
MVP Scope (Non-Negotiable) - The MVP must be playable, not mocked. - Core systems required in MVP - Account creation + authentication - One starter colony per player - Continuous resource production (server side) - Building upgrades with real timers - Fleet construction - Fleet travel using deterministic distance / speed math - Deterministic combat resolution - Colonisation mechanics with gating & failure states - Anti grief hard locks (starter colony protection, last-colony protection) - Server authoritative queues and timestamps - Explicit exclusions (acceptable for MVP) - Sterilisation cycle (can be Phase 2) - Factions, espionage, diplomacy - Visual map rendering (text/list view is fine)
Technical Requirements - You must be comfortable owning backend logic, not just wiring endpoints.
Backend - Node.js (TypeScript preferred) - Always-on compute (VPS / container service) - No sleeping services for core logic - Deterministic time handling - Clear separation between API and worker/queue logic
Database - Relational DB strongly preferred (PostgreSQL ideal)
Clean schema design for: - players - - colonies - - buildings - - fleets - - queues - - combat results - - Backups considered from day one
Timers / Queues - Cron + workers OR Redis-backed queue - All timers must survive restarts - Client is never the authority on time
Frontend - Text first UI - React or vanilla HTML/CSS/JS - Functional over pretty - UI reference HTML will be provided
What This Is NOT - Not a no-code / low-code project - Not a Web3 / NFT / blockchain game - Not a “let’s prototype and see” experiment - Not a serverless only backend - Not a UI design brief
If you rely on: - sleeping free tiers - client side timers - RNG to simplify mechanics - “we’ll fix it later”
This is not the right project.
Budget & Commercial Terms (Read Carefully) - Fixed budget for Phase 1 MVP: £500 - This is intentional and non negotiable - Codebase ownership remains with me - Revenue share from the game is available if you continue post launch - Long term collaboration possible beyond MVP (studio work). - This project requires engineering judgement, not just effort.
Timeline - Target: Playable MVP live by early April/May - Expected build window: ~4–6 weeks - Milestone based delivery preferred
What I Need From You (Application Requirements) - To apply, do not send a generic proposal. - Please include: A brief explanation of how you would implement a deterministic, server-authoritative timer system
One example of a persistent game / long-running system you’ve built (game or non-game)
Your view on what you would deliberately simplify to protect MVP delivery
Confirmation that you are comfortable working within: - The budget - The scope - The architectural constraints
Bonus (not required): - Experience with browser strategy games - Experience designing systems where “math = gameplay”
Selection Criteria I am optimising for: - Clear thinking - Technical ownership - Honest trade offs
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