TAKEOVER
Developer and publisher of TAKEOVER: fast-paced UE first-person shooter with 8 factions and blockchain integration. We also built Battleframe OS, the custom launcher and player platform behind it.
Inside the system.






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.
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.
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.
Developer & Publisher. Game co-development plus Battleframe OS: custom launcher, player accounts, wallet integration, leaderboards, and live-ops platform.
- 01Developer + Publisher: game and operation, both halves
- 028 factions in one persistent competitive world
- 031 platform (Battleframe OS) for distribution, identity, wallet, and live ops
- 04Epic account linking + Sequence wallet on Avalanche
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.
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