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MOD-08

Saga

ConceptGame design

Games are systems people choose to live inside. Saga is where Moduloa designs them: the first work is The Last Light, an asymmetric multiplayer game about one hunter, eight defenders, and a map worth holding.

A new shelf, opened for work that already exists: documentation lands here as it is made public. Moduloa’s active build is Manufacturing.

What it is

Saga is Moduloa’s game-design shelf. A game is rules, economies, and feedback loops that people volunteer to live inside for a while. Designing one is systems work: the same discipline as everything else on this site, pointed at play.

The first work

The Last Light

An asymmetric multiplayer game: one hunter against a defending team, built in s&box. Published free on s&box and playable now; not yet a standalone Steam release.

One player is the Harrowed: a single siege predator. Up to eight play Architects: defenders bonded to pre-placed strongholds called Bastions. They fight over map control, survival, and a shared resource called Divine Light, on a map called The Wound. The mode is Hunted Grounds.

It is deliberately slow. Third-person, grounded, weighty: there is no free jumping, and that is a rule rather than a missing feature. What it is not, stated as plainly in the design canon as what it is: not a twitch arena fighter, not a hero brawler, not a hero shooter, not a chaotic sandbox, not a base-building RTS, not survival crafting. Stronghold defence under pressure, a controlled economy, and an endgame that tightens.

Where it came from

A custom map, remembered

The Last Light starts somewhere unglamorous: a StarCraft II custom map called Catch 'n Run, played to death with friends as a teenager. One side hunts, one side builds and survives: the whole evening turning on whether the defenders could hold. Nobody involved was a designer. Everybody had opinions about what was wrong with it.

That is the actual origin. Not a market gap, not a genre analysis: a game we loved that we spent years talking about fixing. The conversations were always the same shape: the hunter is unstoppable or useless with nothing in between, the defenders' best move is boring, the match either ends in four minutes or drags forever. This project is the attempt to build the version those conversations kept describing.

A note on sourcing: that map is not documented in any public archive we can find, so nothing above is a citable fact about StarCraft II. It is a recollection, and it is recorded here as one.

The world

Sacred light against corruption

The visual and moral contrast is the design's spine: sacred blue light against red corruption, one map with a strong identity rather than a rotation of arenas. The Wound is a place that has been damaged and is being fought over: the Architects bond to Bastions and try to hold ground that means something; the Harrowed is the pressure that ground is held against.

Both sides climb the same ladder from opposite ends. Architects win by killing the Harrowed, or by completing the Ascension Engine: a long, expensive channel they have to protect while it runs. The Harrowed wins by wiping the Architects when they have no Rite of Return left, or by completing Bound Ascendant, its final evolution. Divine Light pays for all of it, and both sides earn and spend it in different ways. Escalation is meant to be readable: you should be able to feel the match tipping before it tips.

What we are trying to achieve

Asymmetry that is actually fair

The ambition is narrow and hard: make one-against-many feel great from both chairs. Asymmetric games usually fail in one specific way: the rare role is a power fantasy and the common role is chores, or the reverse. The target here is that the Harrowed player and the eighth Architect both leave a match feeling like the outcome was theirs.

That is a balance problem before it is an art problem, which is why the work so far has gone into economy, pacing, and behaviour rather than polish. It is also why the design fixes the tone first, slow, heavy, no jumping, because a pacing rule you can break is a pacing rule you will break the first time a fight feels sluggish.

Where it actually is

Playable, playtested, and losing to its own clock

The game runs. It is built in s&box: earlier Unity work is legacy, and the design canon says so explicitly so old documents cannot quietly become current instructions. The validation target is 1v1 first, with systems structured to scale to the full one-against-eight rather than hardcoded for duels.

The most useful thing so far came from the first live voice playtest, which produced thirty-four findings in one sitting. The headline was not a bug: matches were ending in four to seven minutes against a thirty-minute target. Objective thresholds were roughly quadrupled and event progress halved in response, and the balance work since has run through several waves of bot behaviour, including per-round hunter temperaments so the AI stops playing the same match every time. That gap between the intended match and the actual match is the honest state of this project.

Where to play it

Published on s&box, free, right now

The Last Light is live at sbox.game/moduloa/thelastlight, published under the moduloa org and marked Released. It is free, it is 266 MB, and strangers have played it.

This is the part worth being precise about, because “released” means two different things and only one of them is true here. The game is published on s&box’s own platform, where anyone with s&box can download and play it. It is not on Steam as a standalone title, it has never been sold, and it has no commercial launch behind it. What it has is a public listing, a version history, and a meter running on it.

18Players to date
79Sessions, 13 hours of playtime between them
10 minAverage session, against a 30-minute design target
0%Sessions that errored

Platform figures as reported on the s&box listing, 1 August 2026. Reviews stood at 75% from two ratings; the package was last updated in mid-June. Average session length is not the same measurement as average match length, a session can hold several matches, or a menu and an abandonment, so treat it as a proxy rather than a match clock.

The number that matters is the third one

Ten minutes. The playtest above found matches ending in four to seven against a thirty-minute target, and the response was to roughly quadruple objective thresholds and halve event progress. Months later the platform’s own meter puts the average session at ten minutes: better, and still a third of the intended match. The clock problem is not fixed. It is publicly not fixed, which is a more useful place to be than privately optimistic.

How it is filed

Tagged 1v8, asymmetrical, siege, builder, strategy, multiplayer, pvp, horror, monster, and enrolled in the Play Fund, s&box’s payout pool, which pays creators on how much their game is actually played rather than on sales. Thirteen hours of playtime is not income. It is a signal, measured by someone other than us.

The engine

Source 2, licensed out for the first time

s&box is Facepunch’s engine and platform, the successor to Garry’s Mod. It launched on Steam on 28 April 2026.

The claim that it runs on Source 2 is worth stating carefully, because it is unusual enough to sound like marketing. It is accurate: Facepunch’s own repository describes s&box as an engine built on Valve’s Source 2 with a modern .NET layer, and the Valve Developer Community documents it the same way. Source 2 is the engine behind Half-Life: Alyx. This is the first time Valve has licensed it to a third party: s&box is the only place outside Valve where it is available to build on. Facepunch put s&box’s own source under the MIT licence in November 2025; the Source 2 code underneath stays proprietary.

Day to day the part that matters is less glamorous: gameplay is written in C# rather than C++, and a hotload system applies code changes without a rebuild. For one person iterating on a balance problem, the difference between a fifteen-second reload and a two-minute compile is the difference between testing an idea and deciding not to bother.

Why this belongs on a manufacturing site

Because it is the same shape as the thesis. An industrial-grade production tool, one that until now sat inside a single studio, became available to a solo builder, along with a route to distribution and a payout mechanism, with no capital raise and no studio around it. Moduloa’s argument about manufacturing is that capacity stops being a fortress when the tooling and the certification travel. Games got there first. It is worth watching what happened next in a field that has already made the transition, rather than only theorising about the one that has not.

What happens next

An early Steam build, free, for the friends it came from

Facepunch has a licence from Valve that lets projects built in s&box be exported and published on Steam as standalone games, royalty free. The plan for The Last Light is to use it early rather than late: put a rough build on Steam, free, so friends can install it and play without owning s&box first.

A Steamworks account exists for this, registered in the founder’s own name, Sondre Hegerland Kristiansen, rather than under a company. That is the honest scale of the thing. It is not a publishing arrangement and there is no launch behind it.

Why free, and why early

Partly because the game began as a custom map played with friends, and handing the first Steam build back to the same people closes a loop that started fifteen years ago. Mostly because of the design goal. “Fair from both chairs” cannot be validated against bots, and it cannot be validated at 1v1: it needs a full lobby of humans who will say the unflattering thing out loud. Eighteen players on a platform listing will not produce that. Eight friends in a voice call already did it once, and produced thirty-four findings in a sitting.

No date

There is no announced date, no store page, and no price: free is a decision, not a launch plan. When there is a Steam page, it will be linked here.

The shipping conditions

A narrative game ships into a store that adds twenty thousand competitors a year

The field any small narrative team ships into, in published numbers: flagged wherever a figure is an estimate rather than a disclosure. Moduloa has not sold or commercially launched anything under Saga: The Last Light is published free on s&box and still in playtest; this is about the field, not a forecast.

19,112Steam releases logged in 2025 (tracker count, as of 14 December)
9,327Of those, under ten user reviews at that date
~300Estimated to clear $1M gross: about one release in seventy
$100Valve’s Steam Direct fee, per product
01 · The catalogueData aggregated by SteamDB and reported by TechSpot logs 19,112 releases on Steam in 2025 as of 14 December, of which 9,327 had fewer than ten user reviews at that point and 2,229 had none. The article was written seventeen days before the year ended and review counts keep accruing after any snapshot, so nothing here is a settled full-year result. Valve publishes no such breakdown either way.
02 · The head of the distributionAlinea Analytics, in its own 2025 review, expects “around 20,000 projects” on Steam in 2025 with “just over 300” clearing $1 million gross: one release in seventy. A separate read of SteamDB reported by 80 Level finds only about 1,200 releases passed 500 reviews. The provenance differs by source and is worth separating: Alinea sells market data, so its figures are a vendor estimate; SteamDB is an unaffiliated community tracker that publishes its counts for free and states it does not sell data; 80 Level is reporting those counts, not producing them. None is a Valve disclosure. And the gap between 19,112 and “around 20,000” is mostly the missing two and a half weeks, a mid-December actual against a full-year forecast, not trackers disagreeing.
03 · The gate is cheap; the queue is the costValve’s own Steam Direct terms charge $100 per product, recoupable once that product reaches $1,000 of adjusted gross revenue. For a developer’s first few titles there is also a 30-day wait between paying the fee and being able to release, plus two weeks minimum of a public “coming soon” page, and identity, banking and tax verification throughout. Money is not what filters this market. Attention is.
04 · Who is already in itNot an empty field. Distribution belongs to Valve, the engines to Epic and Unity with the Godot Foundation underneath, and the revenue head concentrates by geography: Alinea puts Sweden at 20% of gross Steam revenue in 2025, Stockholm-developed titles alone at 16%, again a vendor estimate rather than a filing.
What actually goes wrong

The postmortems log more management and production trouble than technical trouble

01 · The evidence baseThe public, peer-reviewed catalogue of game-development failure worth reading is Politowski et al., MSR 2020: more than 200 postmortems from 1998 to 2018, hand-coded into 1,035 software-engineering problems in 20 types. It records what teams chose to confess in public, which limits what it can prove.
02 · Where the problems sitManagement accounts for 468 of those problems (45.22%) and production for 466 (45.02%); business issues total 101 (9.76%). The most frequent single type is design, 131 problems, 13%, ahead of technical at 124 and team at 99. Security appears twice in 1,035. The paper’s own summary goes only this far: design, technical and team problems are the most frequent, at 35% between them.
03 · The scope cluster, as arithmeticSummed, three separately coded types, feature creep 48, cutting features 44, unrealistic scope 37, come to 129 problems, one in eight of the catalogue. Technical problems alone number 124. Treating those three as one failure caught at three stages is our reading, not the paper’s coding: it defines them distinctly, with unrealistic scope as planning features “impossible to implement in a reasonable time” and cutting features as removing ones already planned. Absent prototyping is logged only 20 times, weaker evidence than it looks, since teams rarely confess to a discipline they never adopted.
04 · The slice has a public examValve says demos “can range in size and scope, but generally are a small playable portion of your game that show some of the core mechanics”, a vertical slice with a store page attached, and states that demos can appear anywhere in Steam that a free game could appear. The slice stops being an internal milestone and becomes one an outsider grades.
05 · The tools are the cheap partUnity cancelled its Runtime Fee in September 2024 and doubled the Personal ceiling to $200,000, Pro at $2,200 per seat from January 2025. Unreal holds a 5% royalty above $1 million lifetime gross per product, as Epic confirmed while moving non-games customers to $1,850 per seat. Godot is MIT, no royalty; narrative middleware is the same story, with inkle’s ink and Yarn Spinner under MIT and Twine under GPL-3.0.
Why narrative work is content-bound

Both readings point the same way. The licence bill for a text-driven game rounds to nothing, and the failures teams report are about how much was promised rather than how it was built. A branching story has no systemic multiplier: every scene a player might reach is written, edited, localised or cut by a person, so the work scales with content and not with the engine. That last step is our inference, not a finding: the dataset codes problem types, not genres, and no public dataset we found separates narrative titles from the rest.

What would have to be true before any of this became a Moduloa method

Three tests. One: a scope statement written before production in countable units, scenes, words, minutes, divided by an observed production rate, because “unrealistic scope” is a number nobody wrote down. Two: a slice that survives being public, graded against the store’s own visibility surfaces, not internal enthusiasm. Three: a revenue expectation set at the median of the field rather than its head, planning against the roughly 300 releases a year that clear $1 million is planning against a rounding error. None of the three is written down here. Until they are, this page stays as thin as the record deserves.

Why it belongs in Moduloa

Every other project here builds structure for work people have to do. A game is the purest inversion: structure people choose. If the bet is that good systems make work better, a game is where the system itself is the product: the sharpest test of the design discipline this brand claims.

Honest status

Published free on s&box and playable; 18 players and 13 hours of recorded playtime as of 1 August 2026. Not a commercial release: never sold, no Steam page, no date. The repository is private. Average session is still running at a third of the intended match length, and that is stated here rather than smoothed over. The record only ever contains what is real.

Documentation, decisions, and build logs accumulate here. Everything is public.
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