MYCELIUM - A territory strategy where enemy plans are visible

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MYCELIUM turns uncertainty into readable strategy. Frontier cells show forecasts, attacks expose their real odds, and hostile colonies telegraph source, direction and target before they grow. Close same-family square perimeters to capture and reinforce their interiors, trigger chain reactions, explore seeded worlds and challenge another player through direct P2P — all in the browser, free and without an account.

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I wanted a strategy game where uncertainty creates planning instead of frustration. That led to deterministic worlds, visible probability inputs and enemy intentions that exist on the board one turn before they resolve. The second launch focuses on the complete playable loop: five colony families, recursive square captures, daily and shareable seeds, local saves, a crawlable lore atlas and optional direct P2P duels. I would especially value feedback on the first match: when does the geometry click, and which forecast changes a real decision?