Your demo ends here, but the Ramayana is just beginning. These are the chapters being built next:
Choose your chapter
The game engine, the three-chapter campaign, the mission scripting, the enemy AI, and the tech tree were designed and built by Claude Fable 5 (Anthropic) โ the brains behind this project โ working from Valmiki's Ramayana.
Later polish and the open-source release were carried on by Claude Opus 4.8.
Adapted across three kandas of the Ramayana: Bala (defending Vishwamitra's Yajna against Tataka), Aranya (the exile at Panchavati and Khara's assault), and Yuddha (the siege of Lanka and the fall of Ravana).
All illustrations, cutscenes, unit and building sprites, terrain textures, UI ornaments and icons generated with OpenAI's gpt-image-2, with a shared style preamble and character-continuity rules so the set reads as one painted storybook. Walls, gates, and campaign bosses render procedurally or by reusing base art.
TypeScript on HTML5 Canvas with Vite. Custom A* pathfinding, an FSM unit model, fog of war, a data-driven mission framework, a seeded deterministic sim with save/load, and an agent API for scripted play. SFX and ambient music are synthesized live in the Web Audio API. Inspired by OpenAge, 0 A.D., and Age of Empires II.
MIT-licensed and open to the community. Contributions, new missions, art, and balance passes are welcome โ see the repository's README and CONTRIBUTING guide.
Built with AI-assisted development. Continue the journey โ the repo is open.
This is a mouse-and-keyboard real-time strategy game โ selecting units, drag-boxing, right-click commands and hotkeys don't translate to touch.
Please open it on a desktop or laptop for the intended experience.
Best in a modern desktop browser at 1024px+ wide.