ROADMAP
One product,
built in order.
Six phases, without release dates. Each depends on the one before it: there’s no point compiling rules for an engine that only runs one game, or simulating balance before rules can be tested.
- 01
Generalize the engine
In developmentCurrent focusZones, objects, turn structure and resolution rules move out of engine code and into the game model. The engine keeps what every game needs: state, actions, choices, effects and validation.
- WHY HERE
- Every later phase needs an engine that isn’t tied to one game.
- DONE WHEN
- A second, structurally different game runs on the same engine without engine changes.
- 02
Rules compiler
PlannedThe DSL becomes the authoring format, and Claude helps translate written mechanics into it. Every ambiguity becomes a question for the designer instead of a guess.
- WHY HERE
- Hand-writing rule definitions doesn’t scale to hundreds of cards.
- DONE WHEN
- A designer goes from rule text to a running rule without writing engine code.
- 03
AI QA
PlannedStatic checks on the model, Claude comparing the model with the rulebook, and test scenarios generated from the rules and run on the engine.
- WHY HERE
- With a compiler, rules change fast. Changes need a safety net.
- DONE WHEN
- Changing a rule tells you which tests broke and why.
- 04
Studio & browser playtesting
PlannedVisual rules editor, browser multiplayer sessions for any modelled game, and a debugger that explains how each rule resolved.
- WHY HERE
- Designers need to play the game, not read test output.
- DONE WHEN
- A designer shares a link and playtests remotely on the current ruleset.
- 05
Simulation & balance
PlannedAutomated players, batch matches and reports on strategies, card usage, loops and game length, compared across ruleset versions.
- WHY HERE
- Balance questions need more games than a playtest group can play.
- DONE WHEN
- A designer compares two versions of a ruleset with data from simulated matches.
- 06
Collaboration, SDK & API
Long-termVersioned rulesets, shared workspaces, and access to validated rules logic from other clients and game engines.
- WHY HERE
- A rules model that’s been tested this hard should be reusable.
- DONE WHEN
- A game client built elsewhere runs its rules through Mekyra.
CONTACT
Working on a game
with a lot of rules?
Tell us what you’re building and where the rules get difficult.
Early conversations with designers decide what the general engine supports first.