1. PODER
  2. News
  3. Devlog #2: The Idea Behind PODER

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]