Command, don't control
Issue squad-level orders like “flank left” or “protect the wounded.” Your fighters execute based on their training, morale, and psychology. Not your button-mashing.
In development
Lead 20 men into battle. Control none of them.
A tactical gang leadership game set in St. Louis, 1900. Your preparation determines who walks away, not your reflexes.
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Interview candidates for your crew. Three strangers. Three questions each. Who will you hire?
Play The InterviewIssue squad-level orders like “flank left” or “protect the wounded.” Your fighters execute based on their training, morale, and psychology. Not your button-mashing.
Victory is earned before the first punch. Scout opponents, train your crew, choose who to bring, and plan your tactics. When the fight starts, your work is already done.
Your enforcer goes down in round two. The rookie who idolizes him charges recklessly. The enemy flanks your broken formation. Panic spreads. Rage is contagious. Every fight tells a different story.
The squad-level emotional investment of XCOM, the personnel management depth of Football Manager, the emergent storytelling of Kenshi and RimWorld, the tactical grit of Battle Brothers, and a world map rooted in Fallout 2. Set in 1900s gangland America.
Four systems drive the experience: visceral combat, crew depth, a living criminal world, and a story shaped by your choices.
Colored auras show morale, fatigue, injuries, and fear in real time. AI-driven fighters act on personality and mental state. Short, intense brawls from 3v3 alley fights to 20v20 territory wars.
Recruit and train fighters, manage morale and hierarchy, run a criminal economy. When your enforcer dies, the men he recruited start questioning whether to stay. Life events reshape your gang through hard decisions about loyalty, ambition, and survival.
Explore and control districts across a strategic map of St. Louis, inspired by Fallout 2's world map: random encounters, memorable characters, and locations that tell stories. Five rival factions with distinct identities. Earn and decay intel. Fog of war keeps you guessing.
A personal mystery drives the campaign, but your choices shape how it unfolds. Moral decisions define gang culture and loyalty. Fighters evolve. Losing key members hurts in the story and on the street.
Concept art and development screenshots. Raw, unpolished. This is what building the game looks like.
A tactical gang leadership RPG. You lead a crew of fighters through visceral group combat, territory control, and gang management in 1900s St. Louis. Instead of controlling fighters directly, you prepare your crew and issue squad-level orders. They execute based on training, morale, and psychology.
You give high-level orders like “flank left” or “protect the wounded.” Your AI-driven fighters execute based on their personality, mental state, and training. Morale, fear, and rage spread through the group in real time. Fights scale from 3v3 alley brawls to 20v20 territory wars.
It combines the squad-level emotional investment of XCOM, the personnel management depth of Football Manager, the emergent storytelling of Kenshi and RimWorld, the tactical combat of Battle Brothers, and a world map inspired by Fallout 2 with random encounters and memorable characters. Set in a 1900s gangland world.
PC (Windows). Currently in active development.
Both are set in early 1900s criminal underworlds, but Song of the Fight takes a fundamentally different approach. Combat is real-time with indirect control: you command, your fighters execute based on psychology and training. The world map is a hand-painted Fallout 2-style tilemap you explore and uncover, not a menu. Base building is a physical space you design and upgrade, not an abstraction. The focus is on leading imperfect people through chaos, not turn-based tactical perfection.
Song of the Fight is actively seeking funding. If you're interested in learning more about the project, the team, or investment opportunities, get in touch.
Design diaries on AI, morale, and combat systems. Early access opportunities when the time comes.
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