The Cold War never ended. A surprise Soviet blitzkrieg crashes into California — and the resistance rises from the streets to secure what the war was really about.
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Loadouts are defined by the sound of 1990s resistance. Music metadata drives VFX, combat identity and swagger — no rhythm gimmicks, no beat-matching. Fuse genres across the deck for deep passive synergies.
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Instead of a $300M+ bloated development cycle, Westcode merges authentic street culture with a revolutionary local AI engine to deliver AAA-scale living worlds on a highly profitable AA economic architecture — and earns for three years before the game even ships.
Enemy intelligence lives locally on the GPU, not in the cloud: zero marginal server cost, sub-100ms reactions, and a deterministic firewall so a language model can drive a Soviet commander without ever breaking physics or lore.
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| Cloud-Dependent AI | Edge Cognition Framework | |
|---|---|---|
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Weather, story and music all react to the state of the war — and every ownable asset carries the history players make.
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A bottom-up production ramping to a team of 30, with Early Access at month 24 and full launch at month 36. The game is in development the entire time the cultural engine is earning.
| Internal development (headcount × rate) | $24.7M |
| External development (35% ratio) | $8.7M |
| Contingency (10%) | $3.3M |
| Total production cost | $36.7M |
| Development · CH03 | $36.7M |
| FEWTURE program (3-yr ecosystem) | $25.0M |
| KANZAI marketing & ops | $12.0M |
| Total raise | $73.6M |
Traditional titles peak at launch and fade. Westcode is engineered for AI-driven emergent, shareable moments that pull in late adopters through social proof — a curve that bends up, seeded by three years of cultural pre-launch.
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Ice-T executive produces; real artists embed into the game's urban mythology by sponsoring rare in-game Bootleg Drops. Marketing spend of ~$262M across the 10-year franchise is front-loaded into the cultural engine, then sustained — attention converts to owned audience, not rented impressions.
Each year ships a named DLC that widens the world. The franchise is anchored by three console launches — LA → Tokyo → NYC — with growth, maturity and legacy expansions between them. This is the concrete slate behind the 10-year revenue curve above.
Everyone else buys depth with budget. Westcode reaches AAA cultural depth on an AA cost base — the empty top-left quadrant.
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A publisher, a developer, and a cultural operator — aligned so each earns where it creates value.
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Every figure recomputes as the inputs change. Switch timeframe, run a scenario, and — with admin unlocked — edit the assumptions to stress-test the deal in real time.
| Flow | Yr 1 | Yr 2 | Yr 3 | Total |
|---|---|---|---|---|
| Ecosystem gross | {{ x }} | {{ fin.inv.ecoTotal }} | ||
| KANZAI net share | {{ x }} | {{ fin.inv.kanzaiEco }} |
| Year | Units (M) | ASP ($) | Gross |
|---|---|---|---|
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| Vertical | Yr 1 | Yr 2 | Yr 3 | 3-Yr |
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| Total ecosystem gross | {{ x }} | {{ fin.adm.ecoTotal }} |
| Flow | Yr 1 | Yr 2 | Yr 3 | Total |
|---|---|---|---|---|
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| KANZAI net share | {{ x }} | {{ fin.adm.kanzaiEco }} | ||
| FEWTURE net share | {{ x }} | {{ fin.adm.fewtureEco }} |
| Game gross (base + DLC + OGA) | {{ fin.adm.pnl.gameGross }} |
| Less platform fee ({{ fin.adm.pnl.platformFeePct }}) | −{{ fin.adm.pnl.platformFeeAmt }} |
| Less UE5 engine license ({{ fin.adm.pnl.enginePct }} of gross) | −{{ fin.adm.pnl.engineAmt }} |
| Less CH03 royalty ({{ fin.adm.pnl.royaltyPct }} of net) | −{{ fin.adm.pnl.royaltyAmt }} |
| KANZAI game profit | {{ fin.adm.pnl.profit }} |
One recoupable raise funds the whole system — a 36-month build and a three-year cultural engine that recovers most of the capital before the game reaches a storefront.
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