A browser-native strategy world created by Andrew Valentine
Longbarrow
A browser-native strategy world built around intent, terrain, and deterministic combat.

- 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.

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.

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.

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.
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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A calculated progression you can actually run: undulating loading, explicit progression rules, and automatic weight calculation, so every session already knows what it is asking of you.
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Nutrition system
Targets turned into meals turned into a shopping list. Not a meal plan you abandon in week two — a system that regenerates around what you will actually eat.
Writing · 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.
Writing · 2026-07-11
The gap between two forecasts
Planning tools show you either the optimistic timeline or the realistic one. The useful number is the distance between them.
The Valentine Dispatch
Follow the whole project.
Development notes, new releases, essays, experiments and the occasional strange idea. One list, sent when there is something worth sending.