World exploration
Collect and upgrade locations to shape your own odds and yields. Genuine agency, not an idle screen.
An Arabic-first social-casual mobile game set in a solarpunk Gulf. Players rebuild a settlement out of the ruins, send convoys into the wastes beyond it, and decide — moment to moment — whether to secure what they have gathered or push deeper for more.
We keep the proven chance-based core of the coin-looter genre, and replace its passive slot spin with an active bank-or-push extraction system.
Not the orientalist cliché, and not generic post-apocalyptic ruins: a solarpunk Arab future at home, contrasted with a deliberately horror-tinged wasteland beyond it — desert-resilient architecture fused with high-tech renewable energy.
Strategic exploration, base building, high-tension extraction and social raids — engineered depth, not decoration. Each maps to a force that keeps coin-looter players engaged for years.
Collect and upgrade locations to shape your own odds and yields. Genuine agency, not an idle screen.
A camp of upgradeable buildings, each one unlocking and improving a core system.
A dynamic success curve turns every haul into a high-stakes, in-the-moment decision.
Raid offline rivals through a pick-a-card minigame, fuelled by a PvP revenge loop.
Preparation, patience, and one high-tension moment of push-your-luck. You route a convoy over real hours, choose to bank or push, reinvest the loot, and compound into stronger runs — with your guild involved throughout.
Send it out for anywhere from five minutes to twelve hours in real time. Guildmates can help cut the timer.
A live risk-it-all moment: bank your loot, or run hot for more. The time you waited is the weight of the decision.
Spend secured loot on upgrading your base, your knowledge of the world, and guild upgrades.
Every investment improves the next run — meta-progression, not just cosmetics.
Every building carries the settlement from wreckage to a gleaming solarpunk landmark — fifty levels of visual progression per building. Players don't just watch a number rise; they watch the place they are rebuilding become worth defending.
Each building changes how the game plays — how far convoys reach, how much survives the journey home, and what the map opens up next.






The game was designed against the same checklist publishers use to green-light casual titles in MENA — the critical boxes built in from day one, not retrofitted.
An operating company that has already built the hardest thing to prove — a playable vertical slice, front and back end, running on live server-authoritative infrastructure.
Playable vertical slice
The core loop is built and playable end to end, on a live server-authoritative backend.
Soft launch
Limited regional release to tune retention, economy and live operations against real players.
Global launch
Full release on iOS and Android, in Arabic and English.
The vertical slice is playable today. Investors, publishers and partners: reach us at hello@notintended.games to walk through the build.
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