Age of New Worlds started as a mobile-first game.
That shaped a lot of early decisions. The map had to work with touch. The HUD had to survive small screens. Panels had to slide in and out without burying the world. Most interactions were built around taps, long presses, drags, and responsive layouts.
For a while, that was enough.
Then the game started growing toward more platforms: web, desktop, Steam, and eventually devices like the Steam Deck. At that point controller support stopped being a nice extra and became part of the shape of the game.
(more…)