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Conquest (1996) Site
Key mechanics included:
✅ Full 3D environments (rare for '96 horror) ✅ Real-time weapon switching ✅ No hand-holding — you explore or die conquest (1996)
It serves as a masterclass in game design. It proved that a wargame did not need a 200-page rulebook to be deep. It demonstrated that "strategy" is about choice and consequence, not stat-memorization. Key mechanics included: ✅ Full 3D environments (rare
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