War of Continents was never meant to be a small game with a fixed set of screens. It was designed as a long-living world: a place with lands, heroes, missions, resources, progression, economy, and future interactions between players.
A world like this cannot be built honestly in a single release.
That is why we chose to develop War of Continents through epochs.
An epoch is not just a roadmap label or a marketing name for an update. For us, it is a way to build the game in layers. Each layer should be understandable, playable, and stable enough to support the next one.
