Project 23 / Digital

Race for What's Left

Turn resource depletion into a playable contest in which expansion carries a visible long-term cost.

Concept artwork for Race for What's Left
Studio concept artworkGames
Project stageExploration
Available to exploreProject study
Creative directionAPX Build

The idea

Turn resource depletion into a playable contest in which expansion carries a visible long-term cost.

The connection

The authored challenge is aligning the incentive system with the theme. Players should experience the tension between gaining advantage now and exhausting the conditions that make future play possible.

System design

The following structure makes the project concept inspectable and defines the implementation to demonstrate.

01A world model tracks resource reserves, ownership and production.
02Player actions change both immediate advantage and future availability.
03The interface communicates depletion, competition and victory conditions.

What would prove it

Run complete play sessions and ask players to explain how their decisions changed remaining resources. Compare strategies that maximise immediate gain against those that preserve options.

The next complete milestone

The site register's research label may lag work elsewhere. Reconcile this case study with the current game build, then show an actual playthrough, save/recovery behaviour and measured player feedback before making release claims.

Project record

An early-stage game project built around country-level player statistics — still in research, with the core data model not yet finalised.

Source: the published APX project register, recovered 28 September 2026. This study explains the design direction and evaluation path; it is not a fresh audit of the product implementation.

The project stage comes from the published studio register. Evaluation plans describe what to demonstrate; they do not imply that those tests have already been completed.

From the notebook to the world

See a connection?
Let’s make it happen.