Marita Universe

Comms

Design philosophy, development updates, and strategic insights from the command deck.

Designing for Presence, Not Hours

February 13, 2026
Most games optimize for presence: long sessions, repetitive loops, and engagement metrics that punish real life. Marita is designed for command authority — short sessions, high decision density, and consequences that unfold asynchronously.
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The 20-Minute Captain

January 29, 2026
Your competitive advantage is judgment quality, not available hours. Standing orders execute autonomously. Doctrine determines outcomes when you're not watching. No raid schedules. No grinding.
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You Cannot See the Present

January 22, 2026
Every space game you've played has given you a god's-eye view. Information moves at 299,792 kilometers per second, and that number is not negotiable. It is the structure of spacetime itself.
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Command Is Not a Hotkey

January 15, 2026
For thirty years, the games industry has sold a flattering lie: that clicking faster makes you a better commander. Real command is about intent, not actions per minute.
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