In development · Single-player real-time strategy

صهيل الرمال Saheel Al-Rimal

Working title

Lead a tribal household across a living desert.

Water, caravan routes, oaths and settlement shape survival.

War and every deed shape how the household is remembered.

Current build: playable pre-alpha Windows PC skirmish prototype. Visual development shown; not final gameplay.

The game

Command a household, not a lone hero.

Saheel Al-Rimal is an Arabic-first, story-driven real-time strategy game set in pre-Islamic Arabia.

Players command people, resources, movement, relationships and war. The full vision combines a planned ten-mission campaign with a replayable systemic skirmish mode, using strategy to tell a human story about obligation, survival and legacy.

Single-player Real-time strategy Arabic-first Historically grounded

Campaign and skirmish

Choices persist. History holds its course.

Planned ten-mission campaign

A household at the edge of history

Lead a fictional Bakr ibn Wa’il household on the Iraqi-desert frontier during the final years of Lakhmid rule at al-Hira. The story grows from water, pasture and trade into oaths, deposits, hostages and coalition politics, ending at Dhu Qar.

History does not branch, but choices determine who survives, who trusts the household, what resources arrive and how victory is remembered.

Current playable prototype

Four-direction Standard Skirmish against AI

Build and move a tribal camp, scout the desert, secure wells, dispatch physical caravans, negotiate obligations, defend routes and choose a strategic direction.

  1. Master the RoadsControl trade and movement.
  2. Unite the TribesBuild trust and political strength.
  3. Rule the WellsCommand the desert’s lifelines.
  4. Build an Enduring SettlementTurn mobility into permanence.

Five gameplay pillars

The world is the strategy.

Every pillar turns the setting into play and makes the player’s decisions legible in the world.

Desert as a system

Water, pasture, distance and exposure are active strategic pressures, not background decoration.

Trade travels through the world

Caravans are physical movements to plan, escort, protect, intercept and negotiate around.

Mobility to settlement

The tribal camp can move, while wells and structures create a meaningful pull toward permanence.

Deeds become poetry

Poetry preserves reputation and memory. It reflects what happened; it is culture, not magic.

Legacy shapes strategy

Trust, obligation and remembered choices affect the people and resources available later.

Arabic-first presentation

Written for its own voice.

Arabic is the game’s source language and canonical performance language.

The full release is planned with Arabic-first interface, text and full Arabic voice coverage, alongside complete English interface, dialogue text and subtitles. English voice-over will be limited.

Poetry remains performed in Arabic in every language mode, supported by literary English subtitles.

العربية ليست طبقة تضاف بعد اكتمال اللعبة، بل هي نقطة البداية.

Arabic is not a layer added after the game is complete; it is the point of departure.
Visual-development artwork of a council tent in the desert
Visual development — work in progress; not final gameplay.

Historical method

Grounded in history, honest about drama.

Saheel Al-Rimal is historically grounded rather than presented as a documentary. Major events remain fixed; disputed traditions are identified, and fictional composite characters carry the player’s agency.

The visual world avoids later Islamic architecture, modern national symbols and fantasy caricatures. The aim is a credible setting that supports clear strategy and human drama.

Production

Founder-led development from Jordan.

Ghaith Alshehabat

غيث الشهابات · Founder and Managing Director

Ghaith independently financed, designed and built the current playable Windows PC prototype. He leads creative direction, programming, systems design, campaign and mission creation, hands-on development and company management.

Platform and availability

Current platform
Windows PC prototype
Console plan
Planned, subject to platform approval
Current access
Private pre-alpha prototype
Release date
To be announced

Windows PC prototype; console development planned subject to platform approval.

Private presentation

Request the pitch materials or prototype.

For funding, publishing, platform or professional enquiries, contact Muehldorf Software Development directly.