Fateh · Conqueria
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Seed & publishing pitch · 2026

Send your troops.
Conquer every land.

Fateh (فاتح — "The Conqueror") is a real-time multiplayer territory-conquest strategy game for mobile and web. Live in Iran since June 30, 2026 — ready to launch internationally as Conqueria.

0registered players
0player-matches
0peak weekly avg DAU
Solodeveloper & game designer
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Real match footage · Team 2v2

01 — Who's building it

AK

Ahmadreza Kamali

Founder · Game developer · Full-stack engineer

I design, build, ship and operate games end to end — from server architecture and real-time netcode to enemy AI, economy, LiveOps and analytics.

0+years as a software developer
0+years as a game developer
0+games worked on

02 — Track record

Shipped titles, from backend to lead

03 — Fateh, built by one person

One solo developer. A complete live game.

Designed & built by me

Fateh is my own game: I designed it and built it end to end, as a solo developer.

  • Game designCore mechanic, modes, abilities, meta and economy
  • DevelopmentClient, server, matchmaking and enemy AI
  • LiveOps & analyticsEvents, balance tuning, KPI dashboard
  • AI-assisted productionAI tools help with art and code, so one person ships like a team

Supported by Karizma Game Studio

Game design, code, art direction, balance, LiveOps and analytics are my own work. The studio I work at provided shared platform infrastructure:

  • Payment service (Baziness Pay)
  • Phone-number verification
  • Play-to-earn rewards service
  • Organic test audience via baziness.com — no premium marketing campaigns
TypeScript monorepoShared deterministic simNode + WebSocket Canvas 2D clientPostgreSQLPWA + Android (Myket, CafeBazaar)Admin & KPI dashboard
  1. Jun 22Closed beta starts
  2. Jun 30Public launch
  3. Jul 2Daily Challenge
  4. Jul 9Castle
  5. Jul 12Private messages
  6. Jul 21Legendary Draft
  7. Jul 23Clans
  8. Aug 8Boosters
  9. Aug 23Gifts
  10. Sep 10Clan Wars
  11. Sep 24New modes & buildings

04 — Core gameplay

Easy to learn in one swipe.
Deep enough to master.

  1. Bases produce troops. Every territory you own grows its garrison every second, up to a cap.
  2. Swipe to attack. Drag from your base to a neighbour to send troops; convoys march along real roads.
  3. Troops clash 1:1. Convoys collide mid-road; wipe out a garrison and the land is yours.
  4. Fire abilities. Lightning, Freeze, Betrayal and 10 more turn the tide in a single tap.
  5. Last empire standing wins. Rounds are fast — most players finish a match in about a minute.

Live illustration — the actual rules, simplified

05 — See it in action

Real matches, recorded from the live build

1v1 Duel Freeze & Kamikaze in play
4-player free-for-all Lightning strikes & mass convoys
Meta tour Shop, power, customization, chat, battle hall

06 — The game loop

A one-minute core,
wrapped in a months-long meta

Every match feeds four progression tracks at once, and every track feeds back into how you fight. Difficulty adapts through league-scaled AI and dynamic difficulty adjustment (win/loss-streak board bias), so matchmaking is never empty: a bot fills any seat within 5 seconds.

Fatehcore loop

07 — Game modes

Three ranked modes, seven rotating maps,
and a stack of events

1v1 Duel

6–10 territories. The core ranked ladder.

4-Player Battle

Free-for-all on 12–20 territories. Unlocks at level 3.

Team 2v2

Allies merge troops and never fight each other.

Daily special maps — hand-designed, rotated by weekday

Two Islands
Two Islands 2v2
Checkerboard
King of the Hill
Cannon Ring 1v1
Lane Wars 3v3
Triangle
Journey — 24 hero stages Daily Challenge — rival heroes Nightly Clan Wars Friendly rooms & spectating

08 — Abilities

13 active abilities × 11 passives = a build for every player

Players equip a 3-slot ability loadout plus one passive. Tap or hover any ability to see what it does.

Active

Passive

09 — Progression & meta

Long-term goals on every screen

Castle & resources

Collect wood, stone and iron from map caches, build your castle and level five defensive powers. It visibly grows through six tiers.

Upgrades, boosters & quests

4 stat upgrades, 36 booster variants (coins, XP, trophies, troops), 3 daily quests, reward selection and a 12-hour free chest.

Medals & power score

Tiered achievements for wins, streaks, tournaments and more — plus a single "power" number that makes progress legible.

10 — LiveOps

A LiveOps engine — no redeploy needed

Events are scheduled as rows in the database: they switch on and off by time window, keep their own leaderboards, and archive final standings forever. The whole economy lives in a live-editable balance config.

Legendary Draft14 events run so far
Knockout tournamentsBrackets, fixed builds, disconnect grace
Lucky WheelServer-side weighted prize tables
Daily special mapsWeekday rotation, configurable
Daily / weekly / monthly leaderboardsTime-limited offersGift codesIn-app news Maintenance modeLive balance editorOnboarding funnel analyticsKPI dashboardSupport tickets
Update announcement: Royal League Update announcement: new modes Update announcement: gifts

Update announcements for players & social channels

11 — Social

Players don't just play — they built a community

Global chatClan chat & rolesClan leaderboardDirect messagesPlayer profiles & bios Friendly roomsSpectate live matchesReport · block · moderationLink filter

12 — Customization, shop & screens

Built to monetize through self-expression and progress

25 heroes · 12 avatar frames · 12 troop skins · premium player colors · 10 collectible gifts

13 — The numbers · engagement

Players who stay, play a lot

Average session0 minmedian 5.2 min · 215K sessions
Playtime per active user / day0 minmedian 18 min · last 30 days
Sessions per active user / day0a habit, not a one-off
Matches per active user / day0≈ 25 min of pure battle time
0total hours played
≈ 0player-matches per day
0territories conquered

Production database, Jun 30 – Sep 27, 2026. Sessions = WebSocket connections, 10 s – 3 h. Daily playtime averages each player's total session time per active day, capped at 3 h per session.

14 — The numbers · growth

Average DAU per week, since launch

2.7×week 2 → peak week
7.6Kmonthly active users
2.7Kweekly active users

Distinct players with at least one session per day (Tehran time), averaged over each Monday-start week. Launch week had 6 days; the current, incomplete week is not shown. Hover the bars for values.

15 — The numbers · retention

Retention is our biggest upside

Cohorts Jul 6 – Sep 26. "Engaged" = players who finished at least 3 matches on their first day (6,466 players).

Why the headline number is low

  • It's a web game. A browser tab has no icon on the home screen and no push notifications — easy to forget.
  • Identity = browser. A new browser, private window or cleared storage counts as a brand-new player.
  • Referral farming. Referral rewards invite throwaway accounts: 65% of sign-ups never played a match on day one.

How we raise it

  • Store builds with push notifications and platform sign-in
  • A redesigned first-session onboarding (the tutorial funnel is already instrumented step by step)
  • Referral anti-abuse and account binding
  • Proof it works: engaged players already retain at 42% D1 — 2.3× the average

16 — The numbers · monetization

Payer conversion has tripled since August

0.62% → 1.80%rolling 7-day conversion
195paying players
5.2×weekly revenue, Aug 24 → Sep 21 week

Rolling 7-day payer conversion, Aug 23 → today

Weekly revenue (million IRT)

Conversion = distinct payers ÷ distinct active players over the trailing 7 days. Revenue: Myket + Baziness Pay; CafeBazaar is excluded because its early purchases were store test transactions. The latest week is still in progress.

17 — What I'm asking for

The game is built.
With your help, it goes international.

01

Budget for a UI/UX designer

To rebuild the interface for global audiences: a left-to-right layout, a cleaner first session and store-quality polish.

02

An animator on the team

Character, ability and UI animation — the fastest way to raise perceived quality and store conversion.

03

Publishing & marketing

Launching Conqueria on international stores and in new countries: store presence, user acquisition and market selection.

What you get

A live, monetizing game with 13 weeks of real dataFast solo shipping: new features almost every week An operator-friendly LiveOps and analytics stackA developer who builds, runs and improves it daily

18 — Roadmap

From Fateh to Conqueria

Weeks 1 – 6

International build

  • New avatar and hero set for global audiences
  • Multi-language support (UI text is already centralized in one module)
  • Left-to-right layout system and mirrored UI
  • Global economy with the play-to-earn layer removed
Week 7 → month 3

Soft launch

  • Launch in test markets chosen together
  • Gather retention, conversion and LTV data
  • Fix problems and tune onboarding and the economy through LiveOps
After 3 months

Scale

  • Scale user acquisition on proven KPIs
  • Roll out to more countries and languages
  • A steady cadence of events, seasons and modes

Let's conquer the world — together.

Ahmadreza Kamali · Founder & developer of Fateh / Conqueria