I wanted to build a strategy game where tension appears before the click. Random outcomes are easy to add, but they often feel arbitrary. MYCELIUM became an experiment in exposing enough information for a risky move to feel like a decision rather than a coin flip.

The board shows uncertainty instead of hiding it

The world is generated from a deterministic seed. A frontier cell is still unknown, but its forecast comes from the same seeded biome that will resolve when the player reveals it. The UI is not inventing flavor text after the fact.

Before an attack, the player sees the final probability and the local support around the target. Eight neighboring cells matter, so territory shape affects the odds directly.

That creates a useful distinction: