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Andrew Valentine

A browser-native strategy world created by Andrew Valentine

Longbarrow

A browser-native strategy world built around intent, terrain, and deterministic combat.

Longbarrow gameplay: a contested boundary between ash-grey fossilised ground and iridescent overgrowth.
The contested ground — everything in the game is about this line.
Status
In development
Role
Creator, designer, and engine developer
Updated
2026-08-02

Why it exists

The argument

In most strategy games, you can out-think your opponent and still lose to a random number. That is presented as tension. It is closer to noise, and it quietly teaches players that reading the board matters less than volume.

Longbarrow removes the dice from combat entirely. Two identical engagements resolve identically. If you lost, something about your position, timing or composition was worse — and the game can tell you which.

The result is a game where terrain is an argument, formation is a sentence, and a smaller force in the right place beats a larger one in the wrong place.

Deterministic by design

No accuracy rolls. No critical hits. No hidden percentages. Damage, range, speed and cover resolve the same way every time, and the post-battle report tells you what actually happened rather than estimating a confidence.

Determinism is not a restriction, it is what makes skill legible. When chance cannot be blamed, every loss is information.

Longbarrow concept art: bone-pale Cohort infantry in shield formation.
The Cohort — a war machine still following orders nobody gave it.

Terrain is the argument

High ground extends what you can see rather than improving what you hit. Bushes conceal. Cover is soft or hard and behaves differently. Trees and cliffs come down. Footprints and weather leave a record of where an army has been.

Clumping suffers diminishing returns, so formation and spacing are real decisions rather than a byproduct of drag-selecting everything you own.

Longbarrow concept art: iridescent fungal growth spreading across stone.
The Mycora — beautiful, and a problem.

Two forces, one boundary

The Cohort is the military infrastructure of a civilisation that is no longer there — bone-pale, fossilised, legionary, still executing its orders with shields, blades and weapons nobody alive knows how to build.

The Mycora is what grew afterwards: iridescent, fungal, transformative, pressing outward into ground the Cohort still considers occupied.

The whole game is the ragged, moving line between ash and overgrowth.

Longbarrow terrain study: high ground, bush concealment and destructible cover.
High ground gives you sight, not luck.

Where it is now

In development. The engine work is focused on deterministic simulation and readable low-poly rendering that stays fast on modest hardware — it has to run in a browser tab, on a machine nobody upgraded for it.

A playable build will be linked here the moment there is one worth your time. There is no waiting list gimmick in the meantime.

Written about Longbarrow

2026-07-24

Why Longbarrow has no dice

Randomness in combat does not create tension, it teaches players that volume beats precision. Removing it moves the drama onto the decision.

In development

Last updated 2026-08-02

Created by

Andrew Valentine

Andrew Valentine builds systems for living, tools for thinking, and worlds for play — Homeostasis, Longbarrow, and The Grammar of Grappling.

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Why Longbarrow has no dice

Randomness in combat does not create tension, it teaches players that volume beats precision. Removing it moves the drama onto the decision.

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The Valentine Dispatch

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