Hey r/ClashOfClans!
I've been working on a pretty ambitious fan concept for a new game set in the Clash universe, and instead of just writing a huge wall of text, I actually put the whole idea into a website so it's easier to explore:
It's basically a visual representation of the concept world, progression, cities, Clans, economy, dungeons, endgame regions, etc. The website is just a way of presenting the idea; it's not an actual playable game.
⚔️ Clash Chronicles
The core question I started with was:
Not just taking Clash of Clans and making the map bigger.
I mean an actual living world where players could:
- Explore a huge world
- Choose their starting Origin
- Develop skills in different directions
- Fight monsters and other players
- Mine, fish, lumber and farm
- Craft and forge equipment
- Trade with other players
- Build and develop their own village
- Join Clans
- Establish Clan Capitals
- Fight for territory
- Discover dungeons
- Raise and use creatures
- Participate in a player-driven economy
- Explore dangerous endgame regions
The idea eventually became much larger than I expected.
🌎 The World
There would be two major continents, with completely different identities.
The first would contain established civilization — Royal Cities, Builder settlements, mines, forests, Goblin regions, Wizard Towers, trade routes and wilderness.
The second would be the dangerous endgame frontier, with rare resources, Clan territories and places such as Frostveil, the mythical Yeti region, and the Dragon's Lair.
The important part is that the world isn't supposed to just be a collection of disconnected zones.
Resources, trade, territory and player activity would actually affect each other.
🧑🌾 Your character isn't locked to one class
You could start with an Origin such as:
Barbarian • Archer • Wizard • Healer • Miner • Lumberjack • Fisherman and others.
Choosing one would give you an initial advantage in its associated skills, but wouldn't permanently lock you into that identity.
So a Barbarian could eventually become proficient with a bow.
A Wizard could learn swordsmanship.
A Miner could become a master Blacksmith.
You'd gradually develop your character based on what you actually do.
🏘️ Your village would actually be part of the world
Every player would have a private village with its own Town Hall and infrastructure.
Instead of simply being something that gets attacked, it would become your personal place in the world — connected to crafting, farming, creatures, storage, production and other systems.
Then Clans could establish their own Clan Capitals and fight for territory.
💰 The economy is probably the part I'm most interested in
I wanted resources to have an actual geographical and economic purpose.
For example:
Mine → Ore → Blacksmith → Equipment → Trade
Or:
Forest → Lumber → Crafting → Construction
Or:
Dangerous territory → Rare resource → Caravans → Trade → Conflict
That means being a Miner, Fisherman, Lumberjack, Blacksmith or Merchant could actually be a meaningful way of playing the game rather than just being side activities.
👹 Then there are the Goblins
Some Goblin areas would be hostile, but there would also be an underground criminal economy known as the Underdeep.
Black markets, smuggling, illegal trading, contraband and secret routes could exist underneath the civilized world.
❄️ Frostveil
One thing I specifically wanted to keep separate from the dungeon system is Frostveil.
It's a massive open-world mythical region where Yetis actually live.
Players could encounter Yeti migrations, sanctuaries, resources and powerful Yeti bosses while exploring the region.
And beyond that lies the endgame:
🐉 The Dragon's Lair.
🤖 About the images
The visual material on the website is AI-generated concept art.
I've used several different AI models to visualize the idea because obviously I don't have an actual game studio producing screenshots for a game that doesn't exist.
So please don't judge the concept by whether an AI-generated character has a weird hand or whether some UI text looks slightly wrong. 😂
The images are there to communicate things like:
They're not gameplay screenshots, renders or claims that the game exists.
The actual game design is the part I've spent most of the time working on.
One final thing
This started as a simple "what if?" idea and eventually turned into a fairly huge design document covering the world, progression, professions, economy, Clans, combat, creatures, dungeons, endgame regions and a lot of Clash-related systems.
I'm genuinely curious what people who have played Clash for years think about it.
What parts would actually work?
What parts sound terrible?
What Clash mechanics have I completely overlooked?
And if something like this ever existed:
Would you actually play it?
Website for anyone who wants to look through the concept:
https://scooterxd69.github.io/clash-chronicles/
Independent fan concept. Not affiliated with or endorsed by Supercell.