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CASE FILE / SHIPPED

GamesUnreal EngineWeb3PublishingLive Ops

TAKEOVER

Fort Block Games

VISUALS

Inside the system

TAKEOVER in-game main menu built in Unreal Engine: matchmaking, faction characters, challenges, and weapon skin storefront
UNREAL ENGINE / IN-GAME MAIN MENU - MATCHMAKING, CHALLENGES, STOREFRONT
TAKEOVER weapon customization screen in Unreal Engine: attachments, skins, and live stat readouts on the ARX-19
UNREAL ENGINE / WEAPON CUSTOMIZATION - ATTACHMENTS, SKINS, LIVE STATS
TAKEOVER faction base selection with all eight playable factions
UNREAL ENGINE / FACTION BASE SELECTION - 8 PLAYABLE FACTIONS
TAKEOVER first-person gameplay with live HUD: directives, team cores, compass, ammo, and match timer
UNREAL ENGINE / LIVE GAMEPLAY HUD - DIRECTIVES, TELEMETRY, MATCH STATE
Battleframe OS native desktop launcher (PC): ready to launch TAKEOVER with install management, verify, repair, and update tooling
BATTLEFRAME OS / NATIVE PC LAUNCHER - INSTALL, VERIFY, UPDATE, DEPLOY
Battleframe OS console home: faction status, connection telemetry, statistics, rankings, and live activity feed
BATTLEFRAME OS / CONSOLE HOME - FACTION STATUS, TELEMETRY, RANKINGS

DEBRIEF

Overview

True Industries is the developer and publisher of TAKEOVER with Fort Block Games, an Unreal Engine first-person shooter where eight factions battle for dominance in large-scale arena wars: power cores, faction bases, persistent progression, and massive No Man's Land events. Inside Unreal Engine, our work spans gameplay systems, networked character movement, the full UMG interface layer (matchmaking, faction selection, loadouts, weapon customization with live stat readouts, in-match HUD), and the systems that tie eight distinct factions into one persistent competitive world. Beyond the game itself, we designed and built Battleframe OS: a custom platform spanning a native PC launcher (install, verify, repair, auto-update, game deployment) and a web console (player profiles, leaderboards, wallet, live telemetry). Epic account linking pairs the desktop launcher to the web with an 8-character code. It is a working example of what we do everywhere: when off-the-shelf tools do not fit the operation, we build the system around it.

The problem

TAKEOVER is not a ship-and-forget shooter. Eight factions, persistent progression, large-scale events, and a blockchain economy mean the game is really an operation: distribution, accounts, identity, wallets, rankings, and live events all have to work together, continuously. No off-the-shelf stack covers that. Steam does not handle faction economies, Epic account linking plus wallets, or custom live-ops. Stitching together separate SaaS tools for each piece would have meant fractured player identity and no single source of truth for the operation.

How we solved it

We took on the project as developer and publisher, which meant solving both halves: the game and the operation around it. On the game side, we co-developed the Unreal Engine shooter itself: faction warfare, power cores, base control, and the systems behind massive No Man's Land events. On the operations side, we built Battleframe OS, a custom launcher and player platform that unifies everything: game distribution and updates, Epic account linking, Sequence wallet integration on Avalanche, player profiles, MMR leaderboards, and the live-ops tooling our team uses to run the game day to day. One platform, one player identity, one place to operate from.

Our role

Developer & Publisher. Game co-development plus Battleframe OS: custom launcher, player accounts, wallet integration, leaderboards, and live-ops platform.

Technologies

Unreal Engine, Next.js, Supabase, Epic Online Services, Sequence Wallet, Avalanche

Results

  • Developer + Publisher: game and operation, both halves
  • 8 factions in one persistent competitive world
  • 1 platform (Battleframe OS) for distribution, identity, wallet, and live ops
  • Epic account linking + Sequence wallet on Avalanche

RESTRICTED / FULL DOSSIER

CLEARANCE REQUIRED

The public case file stops here.

The full dossier goes deeper: architecture decisions, timelines, what broke and how we fixed it, and the numbers we don't publish. We share it with teams evaluating us for serious work, usually on a walkthrough call.

YOUR TURN

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