Clan Wars & Territory Control on Rennova: The Future of Competitive Play

Omar Hafez
Clan Wars & Territory Control on Rennova: The Future of Competitive Play

Clan Wars & Territory Control on Rennova

For years, competitive games have asked players to grind.

Rank resets. Seasons end. Progress disappears.

We’re building something different.

Welcome to Clan Wars on Rennova.


The Core Idea

In Two Robots: Unleashed, matches are fast, skill-based 1v1 card battles.

But those matches don’t just move you up a ladder.

They move the world.

Every win contributes pressure to a persistent map of districts across Rennova. Clans attack, defend, and flip territory. Control generates economic visibility and long-term meaning.

Gameplay stays pure.

The map is where consequence lives.


Clan Wars Map Screenshot

Early look at district control across Rennova. Matches drive pressure. Pressure flips territory.


Radixplor vs. Vitaus

We’ve designed the world in layers.

Radixplor: The Training Continent

  • Uses Tenaxium (premium in-game currency)
  • Lower-stakes district experimentation
  • Learn the system
  • Form clans
  • Practice war coordination

This is where new players sharpen their strategy.

Vitaus: The Competitive Continent

  • Uses Demo Credits (eventually will be replaced with real-world currency)
  • Persistent district control
  • Clan funds held securely in escrow
  • Serious competitive play

This is where execution matters.


How District Wars Stay Fair

One of the biggest risks in competitive games with shared economic layers is corruption or trust breakdown.

We solve this by separating systems:

  • Gameplay outcomes are resolved off-chain for speed and competitive integrity.
  • Territory state, ownership, and economic pressure are enforced on-chain.
  • Clan funds for district wars are held in escrow during conflict.
  • Outcomes are validated before state transitions occur.

No pay-to-win inside matches. No manipulation of district state. No hidden intervention.

The map is transparent. The matches decide everything.


Balanced From Day One

Clan wars are not chaos.

District wars are influenced only by match victories. Economic pressure scales with performance. No clan can brute-force territory through spending alone.

Skill compounds. Coordination compounds. Strategy compounds.

That’s the point.


Why We’re Excited

This is more than a feature.

This is the monetization and competitive backbone of the studio.

Instead of selling power inside matches, we’ve built a system where:

  • The match remains sacred.
  • The world reacts to skill.
  • Competition has consequence.

If you want to see the full breakdown of how this works, Xace and I recorded a short 2-minute video explaining the system and why we believe this is the future of competitive gaming:

Watch here (2-minute video)


Want Early Access?

We’re running closed beta tests and weekly play sessions.

If you want to help shape the future of Clan Wars and territory control:

Join our Discord and apply as a tester: https://discord.gg/22gqVRwZPa

We're building this in the open, with players who care about real competition.

This is just the beginning.

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