The Studio
We build worlds that fight back
Command a world that fights back. Korveth is a real-time 3D strategy game you play in a browser tab. No launcher, no download, no thirty-gigabyte install. You open a page and you are commanding an army across a living battlefield in seconds.
What Korveth is
Korveth is a head-to-head strategy game about pressure and tempo. You bank energy, deploy units, push for the capture nodes that fund your war, and try to break the enemy line before they break yours. Every match plays out in real time on a three-dimensional world rendered live in front of you, not on a flat board and not in a menu.
The design goal is a clean strategic core that reads instantly and rewards good reads. 4 units, 5 nodes, two factions, one resource. The depth comes from where you commit and when, not from memorizing a hundred edge cases. A new commander can win their first skirmish. A veteran can still be surprised.
Why browser-native
A console-grade engine that lives in a tab
Custom WebGPU renderer
We wrote our own engine on WebGPU, the modern graphics API that finally gives the browser real access to the GPU. Terrain, units, capture rings, and effects are all instanced and drawn on the hardware, so a full battlefield of up to 90 units per side stays smooth.
Zero friction to play
The barrier to trying a strategy game is usually the install. We removed it. A link is the whole onboarding. Share a match with a friend and they are in the fight before a launcher would have finished updating.
Browser-native is not a compromise we accept, it is the bet. The web is the largest distribution surface on the planet, and the hardware to run a real 3D game on it finally exists. Korveth is built to prove that a strategy game on the open web can feel like one you bought in a store.
Two doctrines, one map
Both factions field the same archetypes, so a match is decided by decisions and not by an unfair roster. Identity lives in color, creed, and temperament.
Vanguard Coalition
Order through overwhelming initiative. Strike first, hold everything.
Ashen Pact
Burn the map down to the nodes worth keeping. Attrition is a strategy.
Design philosophy
The map should force the fight
The five capture nodes are the heart of the design. Income flows from territory, so sitting on your base loses slowly while you do nothing. To build an army you have to take ground, and taking ground means walking into where your opponent wants to fight.
The center node, The Crucible, pays the most and sits exactly between both bases, so it is contested in almost every match. The two relays pull armies wide and punish over-commitment. There is no safe, passive way to win. The layout is symmetric on purpose: every loss is a decision you made, not a corner of the map you drew.
Where this goes
The roadmap
- Now, open beta
Ranked play against an adaptive AI commander
The full map, both factions, the four-unit roster, and a global ladder, all free in the browser while we sharpen the core.
- Next
Live head-to-head and seasonal ladders
Real-time matches against other commanders, ranked seasons with rewards, and replays so you can study the moment a line broke.
- Later
New maps, units, and faction depth
More battlefields, additional archetypes that keep the roster readable, and faction identity that goes beyond color. The core stays simple. The strategic space keeps growing.
Take the field
It runs right here in your browser. No download required.