In development · playtest open

Coffee Empire

A cooperative strategy game on a little coffee planet. Four ancient houses, one world to unify — and behind every house, a council of players who decide where it goes.

Studio
NewPlay
Genre
Cooperative idle strategy
Platform
iOS, Android
Engine
Cocos Creator
The coffee planet: an island where a dwarven mountain hold, a red-rock canyon camp, a moonlit forest and a green plain with canals meet, each with its house's capital

The game

You are the council behind the throne

The coffee planet belongs to four ancient houses, and each wants all of it. You join one of them — not as a general moving troops, but as one of its Shadow Council. You never command a soldier. Instead you work in the house's capital, bring in its goods and its people, and donate them to the house. The house's citizens do the rest: they farm, roast, research and march on their own, in the direction their leaders set.

A visit takes a few minutes: see what your work has made, contribute, vote or set a policy, check how the war is going — and leave the house to get on with it.

The four houses

Four peoples, four lands

Latte's capital: stone terraces on a mountainside, pines and boulders around a great hall
Latte ♦ — dwarves of a mountain hold, merchants and craftsmen. Their strength is industry.
Mocha's capital: crimson-roofed spires on a green plain crossed by canals
Mocha ♥ — high elves of a city of spires, scholars and clergy. Their strength is technology.
Espresso's capital: a timber war camp in a red-rock canyon, with totems and war drums
Espresso ♠ — warriors of a red-rock canyon, nobles and soldiers. Their strength is the army.
Flat White's capital: ivory halls among great silver-barked trees and moonlit pools
Flat White ♣ — night elves of a moonlit grove, farmers first. Their strength is the harvest.

Govern together

Prestige buys a say

Everything you give your house earns prestige, and prestige is what the house listens to. Its most generous members hold office: the Lord sets the house's course for the week — farming, industry, research or war — the Bishop blesses one part of it each day, the ministers call for the goods the house needs most, and the marshal chooses which land to march on. Offices change hands every week, so a new voice can always rise.

A season lasts eight weeks. Houses grow, trade blows over the land between them and, in the final week, can take a rival's capital and its lands with it. Whoever holds the planet — or most of it — when the season ends has won it, and the next season starts the race again.

Five Coffee Empire cards fanned out: a dwarf engineer, a high-elf agronomist, the crowned Lord, a warrior general and a night-elf scientist
A deck of 54: each house is a suit, and every card is someone or something it brings to the house

The deck

A house in your hand

Each house is one suit of a deck: Latte diamonds, Mocha hearts, Espresso spades and Flat White clubs. The cards are marked like playing cards, two to ace, but every one is a picture of what it gives — coffee beans and milk, farmers and scholars, soldiers, and the four great figures of each court — with the Lord and the Bishop as the jokers. Cards bring their resources to your house and join your collection, which stays with you from season to season.

Want to hear when it ships?

Coffee Empire is still in development. Email us and we will let you know when there is something to play.