In production · Vertical slice live

Project Amal [codename]

An Arabic-first social-casual mobile game set in a solarpunk Gulf. Players rebuild a settlement out of the ruins, send convoys into the wastes beyond it, and decide — moment to moment — whether to secure what they have gathered or push deeper for more.

We keep the proven chance-based core of the coin-looter genre, and replace its passive slot spin with an active bank-or-push extraction system.

Genre
Social casual · Push-your-luck
Platform
Mobile · iOS & Android
Audience
Coin-looter & casual players
Market
GCC-first · MENA-wide
Isometric artwork of the Collection building — a domed structure with Arabic patterning and a display screen

A hopeful solarpunk home, and a wild to reclaim

Not the orientalist cliché, and not generic post-apocalyptic ruins: a solarpunk Arab future at home, contrasted with a deliberately horror-tinged wasteland beyond it — desert-resilient architecture fused with high-tech renewable energy.

  • Original art direction — a distinctive, more mature 2D high-contrast style; comic, not cartoon.
  • Built by regional talent — architecture, landmarks, textures and audio rooted in the region.
  • Pride and modernity — heritage celebrated through the lens of ambition, not nostalgia.
  • A horror-flavoured threat layer — a deliberate hook that resonates with the horror-genre pull among Arab gamers.
Isometric artwork of the settlement headquarters — a blue-domed solarpunk building with water and greenery

Four pillars, each a proven retention driver

Strategic exploration, base building, high-tension extraction and social raids — engineered depth, not decoration. Each maps to a force that keeps coin-looter players engaged for years.

01 · Agency

World exploration

Collect and upgrade locations to shape your own odds and yields. Genuine agency, not an idle screen.

02 · Ownership

Base building

A camp of upgradeable buildings, each one unlocking and improving a core system.

03 · Variable rewards

High-tension extraction

A dynamic success curve turns every haul into a high-stakes, in-the-moment decision.

04 · Social obligation

Asynchronous social PvP

Raid offline rivals through a pick-a-card minigame, fuelled by a PvP revenge loop.


The core loop

Preparation, patience, and one high-tension moment of push-your-luck. You route a convoy over real hours, choose to bank or push, reinvest the loot, and compound into stronger runs — with your guild involved throughout.

01 · Plan

Route a convoy

Send it out for anywhere from five minutes to twelve hours in real time. Guildmates can help cut the timer.

02 · Extract

Push your luck

A live risk-it-all moment: bank your loot, or run hot for more. The time you waited is the weight of the decision.

03 · Invest

Grow your base, lift your guild

Spend secured loot on upgrading your base, your knowledge of the world, and guild upgrades.

04 · Compound

Higher yields

Every investment improves the next run — meta-progression, not just cosmetics.


From ruins to a city

Every building carries the settlement from wreckage to a gleaming solarpunk landmark — fifty levels of visual progression per building. Players don't just watch a number rise; they watch the place they are rebuilding become worth defending.

The headquarters at level one — a bare steel dome under construction, scaffolding and rubble
Level 1 Where every settlement starts
The headquarters at level fifty — a gleaming blue-domed solarpunk building
Level 50 Where players take it

The settlement

Each building changes how the game plays — how far convoys reach, how much survives the journey home, and what the map opens up next.

Expedition building artwork
Expedition
Fleet building artwork
Fleet
Reconnaissance building artwork
Reconnaissance
Extraction building artwork
Extraction
Collection building artwork
Collection
Vault building artwork
Vault

Built to publish, and to run live

The game was designed against the same checklist publishers use to green-light casual titles in MENA — the critical boxes built in from day one, not retrofitted.

Arabic-first

Localisation

  • Full Arabic translation
  • Proper right-to-left
  • Local landmarks
Social

Built to be shared

  • Guilds & guild-vs-guild
  • Asynchronous PvP raids
  • Gifting, co-op & leaderboards
Fair F2P

Monetisation

  • Currency & time-savers
  • Seasonal battle pass & collectibles
  • Opt-in rewarded video — no forced ads
Live ops

A regional calendar

  • Limited-time collectible events
  • Ramadan, Eid & National Days
  • Team-up social moments

Where we are

An operating company that has already built the hardest thing to prove — a playable vertical slice, front and back end, running on live server-authoritative infrastructure.

Complete

  • Playable vertical slice — front and back end functional
  • All core systems implemented and testable
  • Concept art & art bible, locally produced
  • Company established and self-funded

In production

  • Full 2D art production
  • Animation & polish
  • Final translation
  • Now

    Playable vertical slice

    The core loop is built and playable end to end, on a live server-authoritative backend.

  • Q1 2027

    Soft launch

    Limited regional release to tune retention, economy and live operations against real players.

  • Q2 2027

    Global launch

    Full release on iOS and Android, in Arabic and English.


See it for yourself

The vertical slice is playable today. Investors, publishers and partners: reach us at hello@notintended.games to walk through the build.

Or leave your email to hear from us when the game goes live:

We only use your address to tell you about the launch — no newsletter, no noise.