Pitch Deck · 2026
2.5D Strategy & Management · Indie
"You run a seemingly neutral pub in a
war-torn city. Serve drinks. Collect intel.
Survive your own neutrality."
01 — Concept
An alternate late-1990s timeline where Cold War tensions erupted into open armed conflict. The city is fragmented by military, bureaucrats, rebels, and faith communities.
You run a seemingly neutral pub — one of the last places where enemy factions still share the same room. Neutrality is always temporary. Always dangerous.
The enemy is not fixed. It emerges from your own choices. Every drink served is a political act.
Market Positioning
02 — Core Fantasy
You don't start aligned to any faction. Loyalty is built, sold, betrayed, or weaponized. Neutrality is only a performance that gets harder to sustain the more power you gain.
Manages the pub, handles orders, controls the room. The visible job.
Plants surveillance tools, collects intel, operates in the shadows of service.
Serves the enemy perfectly — just to stay alive another day.
Uses information as a weapon to shape the outcome of the war.
Keeps the pub as a free zone — increasingly impossible to maintain.
Switches sides when necessary. The wrong faction always notices early.
03 — Core Loop
Daily Loop
Weekly Loop
Week Status
04 — What We Innovate
05 — Factions & Systems
Core Simulation Variables
Factions
Placement affects tension, conflict risk, surveillance opportunity and room stability.
Stock functions as faction bait — shapes who appears, what risks emerge, what intel unlocks.
Multi-item orders, kitchen tickets, quality and timing. Errors carry faction consequences.
Pagers, hidden radios, cassette tapes, listening points — managed physically in real time.
Live narrative interface: patrols, curfews, propaganda, surveillance in real time.
Daily feedback: embargoes, sabotage, shortages, geopolitical shifts.
06 — Setting
Alternate late-1990s timeline where Cold War tensions erupted into armed conflict. The city is divided by military presence, bureaucracy, rebellion, and faith communities. Scarcity, propaganda, and surveillance shape every day. Power is visible through checkpoints, curfews, and neighborhood deterioration.
The pub is a strange neutral zone where enemies coexist under shared social rituals — always temporary, always fragile. The warm interior contrasts sharply with the cold hostile world outside. But the war seeps in through the window. And through the people who walk through the door.
07 — Visual Direction
08 — Progression & Endings
Possible Endings
09 — Scope & Platform
MVP Priorities
Target Platforms
Post-MVP Expansion
10 — Design Intent
Every ordinary decision — what to stock, who to serve, where to seat them, what to say, what to hide, and what to do with what was learned — should carry political weight.
"A game where routine hospitality becomes covert strategy, where a pub becomes a political machine, and where the player slowly realizes that neutrality is never real — it is only a performance."
Cold War is an indie strategy and management game where every daily decision carries political weight.
One pub. One war. A performance impossible to sustain forever.