Independent game studio · Taiwan

Games forged from history, painted in ink.

Virtual Game Foundry is a small independent studio making strategy games grounded in real history. Our first title is 干城 Gancheng, a castle-defence game set on the Ming dynasty’s northern frontier.

干城干
城
Gancheng · Shield and Wall
Now in development

Hold the frontier. Build walls, raise watchtowers and command Ming garrisons against raiders from the steppe, in a single-player strategy game inspired by Stronghold and Age of Empires and painted in the style of classical Chinese ink landscapes.

Platform Windows, Android plannedLanguages 繁中 · 简中 · EnglishStatus Playable alpha
12campaign levels, each with its own wall layout, terrain and weather
4modes: campaign, endless and daily challenge on procedural maps, special challenges
3languages: 繁中, 简中, English
v0.1playable alpha, in testing now
Live gameplay, recorded in-engine: holding a breached barbican, spearmen against raider cavalry, and fire arrows setting a forest alight.
Gameplay: Ming archers man a stretch of the Great Wall as raiders bring a battering cart toward the barbican gate
Level 11, “The Long Night Unlit”: defending the gate and barbican while raiders bring up a ram.
Gameplay: Ming spearmen and juma barricades slow a cavalry charge outside the wall
壹 · 01

依史布陣

Tactics drawn from the record

Every unit and defence has a historical counterpart: anti-cavalry spearmen, juma barricades, listening posts against tunnelling, grappling raiders and sappers. In-game notes explain how Ming frontier armies actually used them.

Gameplay: fire arrows set a forest outside the wall ablaze, leaving burnt stumps
貳 · 02

地形即兵法

Terrain fights back

Forests shelter attackers from arrows, until fire arrows set them alight. Flames spread, smoke rises and the woods burn down to stumps, reshaping the battlefield mid-siege.

Gameplay: raiders breach the outer gate of a barbican while archers fire from the walls above
參 · 03

城可長,牆可厚

Fortifications that grow

Extend walls, add hollow watchtowers, bastions and barbican gates, and garrison them with more soldiers. When the outer gate falls, the barbican becomes a killing ground.

Fog rolls over a valley wall, hiding raiders until they are close Snow and a frozen river raiders can cross on foot A sandstorm cuts visibility for horse archers A night assault lit only by torches on the wall
肆 · 04

天時地利

Every frontier is different

Fog, rain, snow, sandstorms and night battles change how far archers can see and which routes raiders take. Rivers freeze into crossings, cliffs and passes funnel the attack, and each campaign level opens with its own historical wall layout to defend.

A procedurally generated map with a long river, forest and a walled village
伍 · 05

無盡守邊

A new frontier every day

Endless mode and the daily challenge are played on seeded procedural maps: mountain passes, long rivers, steppe edges and forest ridges, each checked for fairness so every player faces the same frontier.

Gallery

From the frontier

Roadmap

Where Gancheng is headed

  • DoneCore campaign, fortification upgrades, terrain and weather, procedural maps for endless and daily modes, three languages
  • NowPlaytesting, balance, final unit art and Steam Deck support
  • NextSteam store page and public demo for Windows
  • LaterAndroid release, and expansions to other dynasties and frontiers
The studio

Virtual Game Foundry

VGF is an independent studio based in Taiwan. We use modern AI-assisted development, including Claude, to let a very small team build games with the depth and polish of much larger ones.

Gancheng is the first in a planned series: the core game covers the Ming northern frontier, with future expansions taking the same shield-and-wall defence to other dynasties and frontiers.

  • Founded2025
  • LocationTaiwan
  • First title干城 Gancheng: Shield and Wall
Contact

Press, playtesting and partnerships

hello@myvgf.com