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Devlog #3: Politics as an OS — How We Built PODER's Visual Identity

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Where did this art direction come from?
[p]When we started working on PODER, we realized something pretty quickly. Most games about politics either turn it into a heroic story with "right" answers, or into satire where everything hides behind jokes and made-up scenarios. Either way, the same thing gets lost - the sense that any of it is real. And that's exactly what mattered to us. We wanted to build a political strategy game that shows power from inside the machine, not from the hero's chair. One that helps you see why a decision that works for some people is always a problem for others.[/p][p]That's where the core idea behind PODER's identity came from: this isn't a world you look at. It's a system you work inside. So the main visual metaphor is politics as an operating system. Not figuratively - literally.[/p][p]You're not out on the streets. You're not in the middle of the action. You're sitting in an office, behind a computer. In front of you — an interface, work windows, notifications, charts. Desktop folders are your city's departments: security, utilities, healthcare, social affairs. Notifications are events and problems that need your attention. Work windows are where you make decisions and run the system. And behind the monitor, a brick wall — a quiet reminder that the city is built gradually, one step at a time, through your actions.[/p][p][/p][p][/p][p]But it didn't take long to realize that "the system" alone isn't enough, because behind every number there are people. That's how the second visual metaphor was born — the pulse as the rhythm of decisions and city life.[/p][p]The city doesn't just exist - it lives and reacts. When things are stable, the rhythm is steady. When a crisis hits, it speeds up - noise creeps in, micro-animations, tension.[/p][p]This tension between system and life, the contrasts running through everything - that became the foundation of the entire identity.[/p][p][/p]
Color palette and shapes
[p]We don't just have a nice-looking palette. We have a color system:[/p][p]Black, dark brown, white, and light gray - the OS framework: cold, heavy, inert, high-contrast.[/p][p]Orange - the people. Approval, public mood, citizen support, reputation.[/p][p]Green - governance and decision-making.[/p][p]Red - risk, corruption, crises. It hits you — it's not background noise.[/p][p]Gray - data. The connective tissue between people and the system.[/p][p]Here's the thing: none of these colors mean what you'd normally expect. Orange isn't "joy" - it's approval. Green isn't "success" - it's a decision. Red isn't "action" — it's risk. The colors aren't about emotions. They're about the state of the system.[/p][p]Same goes for shapes. Most of the interface uses slightly rounded corners - because the system allows for flexibility and compromise. But in moments of risk and pressure, sharp edges appear, and the shape starts to cut.[/p]
Characters and illustration style
[p]The characters follow the same logic. They're minimal, not heroized, faceless. Each character's color reflects their role and nature within the system. You're not supposed to read them as individuals - you read them as roles, and build your own associations. A union leader, a military officer, an activist, a businessman, a doctor, a party leader, or a crime boss - none of them is the main character. They're all different.[/p][p][/p][p]Once we figured all this out, we came up with a simple rule for ourselves: the system is bigger than any one person. Not because that's how it should be, but because that's how it feels from the inside. So PODER's identity isn't about style - it's about the feeling of how power actually works. And this is just a small part of what we're building into the game.[/p][p]Add PODER to your wishlist [/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p]

Devlog #2: The Idea Behind PODER

[h2]The idea[/h2][p]Here's something that's been bugging us for a while. People don't get each other anymore. Not a "they're stupid" kind of thing — more like everyone's living in their own version of reality. Different priorities, different life experience, different sense of how things ought to work. And there's basically no way to step into someone else's shoes and see what they see.[/p][p]At the same time — politics stopped being background noise a long time ago. It's not some abstract thing happening far away. It's in your rent, your paycheck, your commute, who you can talk to without starting a fight. Most of us didn't ask for that level of involvement, but here we are.[/p][p]We're based in São Paulo. Biggest city in Latin America, 12-plus million people. Walk down one street and you'll bump into a dozen completely different ways of seeing the world — different classes, different needs, different ideas about what this city even is. Honestly, sometimes it doesn't feel like one city. It feels like five or six of them stacked on top of each other. And that got us thinking — how does anyone run something like this? How do you make most people happy without completely screwing over the rest? That's basically where PODER came from.[/p][p]We specifically wanted to set it in Latin America, and Brazil in particular. This country is huge, messy, full of contradictions — and none of that is for dramatic effect. That's just how things are here. We wanted a game that actually deals with the stuff people care about in real life, not some sanitized version of politics.[/p][p][/p][h2]How it plays[/h2][p]PODER is a strategy game. You're a mayor. You run a city. But the point isn't to "win" in some traditional sense — get promoted, get reelected, hit some score. The point is to get under the hood of how a city actually functions, and to understand what people need when their worldview is nothing like yours.[/p][p]Most political games boil "the people" down to one approval meter. Maybe a few factions if you're lucky. We have 75 different population groups. Because that's closer to how a real city works. A retired guy from a favela and a young tech founder from downtown — they need completely different things from you. And they both vote.[/p][p]Also — the same city plays differently depending on who you are. Start as a union leader, a military officer, an activist, a businessman, a doctor — and the city reshapes around that perspective. It's not just a different starting bonus. It's a fundamentally different lens on the same system. Think of it as a political challenge viewed from multiple sides.[/p][p]And no, we're not going to tell you what's right. There's no built-in moral compass. No "good policy" badge. You make calls, stuff happens, and sometimes the consequences aren't what you expected. That's it.[/p][p]There's also the uncomfortable stuff — business interests, organized crime, backroom deals, corruption. We kept all of it in. Felt dishonest to leave it out when it's baked into how things actually work.[/p][p]One more thing worth mentioning: there are no turns. The city runs in real time. While you're dealing with a transport mess on one side of town, a strike kicks off on the other. You're always choosing what gets your attention right now and what has to wait.[/p][p]It all boils down to one uncomfortable realization — you can't make everyone happy. Every decision you make hurts somebody. Someone always wins, someone always loses. The real challenge isn't figuring out the "correct" move. It's keeping the whole thing from collapsing while you juggle pressure, risk, and fallout.[/p][p][/p]