Operation Defuse is a tactical, turn-based, asynchronous multiplayer game for mobile devices.
Command a team of terrorists on a mission to plant and detonate a bomb, or lead a special forces team to stop them.
Played like chess, but you only see your opponent when they’re in your line of sight.
This is a blend of Counter-Strike and XCOM.
Developing and running this game costs money, but I want to avoid in-game monetization if possible. If you want to help make this project a reality, consider supporting me on Patreon. With enough support, I can dedicate more time to development and cover commissions, assets, and server costs.
Support on PatreonThe goal in this phase is to make the core game loop fun to play. Minimal time is spent on artwork and everything is done with placeholders.
In this phase I produce a visually presentable, polished version of one complete map to demonstrate the game's potential and attract early supporters. The videos you see online now are from this phase.
Building the meta-game systems that surround and support the core gameplay. This allows players to do proper matchmaking, motivates them to play better for a higher Elo score and ranking, helps setting up characters and team and a tutorial to help new players getting started.
Private alpha testing (patrons only) of the one map and all meta systems. This validates the gameplay and all supporting systems.
This phase is mostly about creating more content, building more maps and assets, and increasing the replay value of the initial release.
Some optional goals are marked as a 'stretch' as they depend on the amount of funding through Patreon.
Private release to patrons for testing on Android and iOS. This is the final quality verification before public release. Bug fixing, stability improvements and polishing.
Public release on iOS and Android and a marketing campaign to streamers, reviewers, and press. Rapid hotfixes for any bugs that may have slipped through the beta testing.
Creation of more content, such as maps and character customizations to extend player retention time.
Development will continue as long as funding supports additional content.
All screenshots and videos are unaltered and represent the in-game visuals accurately.
My name is Pascal van der Heiden, a lifelong developer of both physical and digital games, some of which are available on my personal website. I'm developing this project in my spare time, driven by the enjoyment of creating something others can play.