TAIKUNDA - A Dreamtime Game Studios production

Three layers.
One clock.
Never paused.

Build a floating city. Cross a dying galaxy. Command the battles that decide whether your people make it home.

Pre-alpha build / real-time steampunk strategy / PC

Scroll to the evidence
3connected real-time layers
1shared cycle clock
8tracked resources
26building types

Build snapshot / 15 August 2026

The core model01 / 02

One finite reserve

Two jobs that fight each other.

Fusion is not a spare fuel bar. It is the physical grid that keeps the colony alive and the same reserve spent moving that city across the galaxy.

Fusion reservefinite / shared / no second bar
TAIKUNDA inhabited city at night with named colonists working and resting
Colony layerPowers the cityevery building / every cycle
TAIKUNDA city travelling through the campaign at Meridian Point
Campaign layerMoves the cityevery tile / every jump
Every light you leave on is distance the city cannot travel.
Every jump switches something off.
The core model02 / 02

One uninterrupted simulation

Colony. Campaign. Combat.

Most strategy games ask one layer to wait while another takes the stage. Taikunda keeps the city consuming, the crew moving and the reserve draining while the fight is still live.

Taikunda colony at night
01 / Colony

A city with a pulse

Named people work, rest, travel, complain and remember what you promised them.

Taikunda fleet moving across the world chart
02 / Campaign

A galaxy with a bill

Every route and encounter is priced against the same ledger keeping the colony alive.

Taikunda fleet engagement with firing arcs
03 / Combat

A battle that changes home

Ships and squads fight in real time while losses and shortages keep compounding behind them.

The wall does not wait

Keep the city alive.
Keep it moving.

One colony. One reserve. One long run toward the centre.

Wishlist TAIKUNDA