History

Tiberium Secrets

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Charge!Charge!

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Charge! preproduction was started in March of 2024, with official production starting in July of 2024.With a December 18th 2025 Release.

The original concept of the project was inspired by the book series A saga of seven suns , where the alien faction had a jousting sport, with lasers and mirrors. This concept had been fleshed out by Mr. Chou back in 2011, in a community college communications course, where the assignment was to “invent” a sport:

Sport Name:

Charge!

A Sport that combines Laser tag, and capture the Flag.

Equipment and set up for the Sport:
1. It’s played in a stadium or some sort of indoor/ outdoor field. There are Rotating mirrors on the ceiling as well as stationary mirrors placed on the playing field, used as defense.
2. There will be walls and other obstacles with multiple mirrors on them facing in many directions and angles.

3, Each player has a suit of “Armor” which is plated with mirrors, however there will be sensors placed in specific areas on the suit where there are no mirrors. (Basically Laser tag vest with mirrors over the non sensor areas) Also a shield which is half mirror and half transparent. (Designs are up to the player. As well as predesigned standard patterns. )

  1. Each player has a laser gun with unlimited shots but 3 seconds for recharge between them. You can also shoot a quick 3 shots but then you have a 10 second recharge time.
  2. 2 end zones, 2 flags

Basic Set up Diagram:

Basic Set up Diagram:

Screenshot 2026 04 13 005818

  1. Rotating Ceiling mirrors optional.
  2. Prisms optional
  3. Square is either a little house to take cover in or an elevated platform.

How the Game is Played:

  1. Players start on their respective side of the court in a line on either side of their Flag.

Players shoot at each other and at the mirrors as an attempt to hit the opposing players’ vest sensors. If a player is hit he/she

  1. Rotating Ceiling mirrors optional.
  2. Prisms optional
  3. Square is either a little house to take cover in or an elevated platform.

How the Game is Played:

  1. Players start on their respective side of the court in a line on either side of their Flag.
  2. Players shoot at each other and at the mirrors as an attempt to hit the opposing players’ vest sensors. If a player is hit he/she is out
  3. Players can shoot their lasers through a prism which will spread out the beam and weaken it. This means there will be multiple beams but it may be more diffuse and not land on the sensors square on, if at all. Also friendly fire is a possibility.
  4. The objective of the sport is to get the opposing teams Flag to your end zone position. And guard it for 5-10 seconds. If player is taken out then the opposing team must take all other players out to return the flag and not lose the round.
  5. When moving with the flag the player must choose between their gun or their shield, can’t be holding all three. (Must either holster their gun or strap their shield to their back.)
  6. If you deflect a laser off your shield in such a way that you hit an opponent’s sensor the hit player is out and your team gets one of its previous out players back. (If there are no out teammates, then it still counts as out, and if a teammate is hit later you can use that as credit to bring them back immediately.)

Rules and Regulations:

  1. No touching of any of the mirror or prism surfaces. If done, player and team face disqualification.
  2. No shooting your own teammate. If done the player is out for the entire round and can’t come back.
  3. No tampering with sensors, doing so may potentially ban the player and its respective team.
  4. No shooting for the face. Doing so will put the offender out.
  5. Played in an odd number of rounds, Ie. 3, 5. 7. etc. Majority wins
  6. When you are hit you are out, if you have the flag you drop it.
  7. Can’t hold the flag, the gun, and the shield at the same time. Penalty is to be out and lose the flag. (Can switch off between them.)

This was the base draft of the game, and was use as a reference.

Character key art 1

(By Leon Checn)

As development began, there were a few critical issues that needed to be addressed, prime among them, the actual core game loop, and the “feel” of the game. As I. the CEO and executive producer painted with a broad brush, there were key details that went unaddressed, with the team hard at work, the question of solid direction was asked time and time again, I, Mr. Chou was unable to provide the necessary design directions, due to this, there was some frustration and turn over, that made it very challenging.

Under the guidance of Riley Durbin, lead developer, and Leon Chen, lead design, we were finally able to chape out the critical details that were needed to get the project going. Yuli Dai, an environment artist, later rose to art director, acting as load baring forces to push the execution of the project forward. There were 2 original levels created, under the guidance of the former art director, which later were scrapped, as they did not fit the project, as it evolved.

1st was “Arena A” a dimly lit space, with mirrors and prisms, the second was an industrial level, which was also scrapped. As development marched on, the team itself was a little structurally unstable. As we are a volunteer rev share studio, keeping people engaged is a significant challenge.

Regardless of these concerns, HG marched on, the best we could. In late May of 2025, Kelsey Coffman a producer, who also runs GG women professionals joined our ranks. With her experienced hand, we set clear benchmarks road maps and a schedule for development. This culminated ultimately in a successful launch on December 18th of 2025.

There was a narrative and world Mr Chou planned out as well, which manifested in the different player models, humans and Androids. This project was meant to take place in the end of Indie tib sec we had planned, Equation of Humanity (EOH), Our lead 2D & UI artist, Bryon Rredfield, stepped up, and made a few characters, that would symbolize this world. A world where Ais and humans would live, compete and collaborate. Peacefully.

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(By Bryon Redfield)

We developed a novel game mode to suit this world, originally we were going to just do capture the flag, but Durbin had the inspiration to take it a step further, really looking at the mechanics, and what would be an experimental game mode and objective.

Despite us reaching the conclusion of Charge!, there were numerous issues that would plague the team, which would eventually lead to most of the leadership team transitioning out after release.

I as the CEO didn’t make things easy, as I had just started a Masters of Research in Cyberpsychology. Beyond that, I had a health Crisis that forced me to overload the leadership team during the homestretch in mid-August 2025, as I was unavailable for HG for a while. Despite my personal challenges, both Vultures, and Charge! Continued under their respective leadership teams. Development had gone on for about a year and a half, and most of the leads didn’t anticipate the project taking so long. Due to this, we committed to have something by the end of 2025.

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(By Yuli Dai)

Due to this schedule, we had to cut significant scope. We originally had 3 levels planned. A laser tag arena with mirrors and prisms, to test the mechanics, and a Capture the flag industrial level, both of which were scrapped. The remaining level, deemed motherboard was decided to be polished and presented as the singular experience of the project. A lobby was also, made. Discussions on pricing were had with Kelsy, where if we had the lobby in time, and how that would adjust the price point on steam.

I did rush the project through preproduction, which would backfire significantly. From feel of the game, to core game loop, to art style, to most appropriate engine, all of these concerns had band aid solutions, which would snowball in constant divergent discussions on how things should be done, and what should be done. As HG’s debut title, we did remarkably well, with what we had. Yet there was a core mechanic which we assumed would work, that took several iterations. That of the Mirrors, as this was a laser tag based first person shooter.

I did not fully consider the different ways this could be done; we started with static mirrors in the environment, then we prototyped placeable mirrors by the player. We finally settled on a power up based mechanic, allowing for a specialized mirror like shot with the alternate mouse click.

We also did consider non steam multiplayer servers, which we decided not to go with.

Marketing, as for most indies is a challenging endeavor. And we were no exception. Beyond this, upon retrospect, I personally believe, we released during a particularly economically challenging time. Furthermore, we released on December 18th, a date in the window where most people are getting ready for the holidays, and NOT checking social media. Usually from mid-November to mid-January, people are checked out, focusing on close friends and family, as it is the end and beginning of the year.

Our social media presence is also majorly focused on LinkedIn, and due to the state of our industry, most people are not buying games, when they don’t even have stable jobs.

Lastly, I made another assumption, that is our old Tiberium Secrets community would roll over and likely purchase. This lesson, that unless you’re a big brand, most people are Genre loyal, not organization loyal.

As this chapter in HG ends, we know it’s just a threshold to what’s next. This also serves as a testament of our model of team management and game development processes and procedures.

I Have been proud to serve with all the Charge! team, and I hope this acted as a scaffold for them, to do whatever they intend next.

This is the end of Charge!, unless a publisher wants to pay us to do more.

So,

Lets all Charge! Into the future!

Progress IN PROSPARITY: PROSPARITY IN PROGRESS

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“From Modder to Mogul: A Command & Conquer Story

https://playerdriven.io/articles/from-modder-to-mogul-a-command-conquer-story

Blogs

September 22, 2025

For many of us who grew up with the PC gaming boom of the 90s and 2000s, games like Command & Conquer (C&C) weren’t just games—they were a formative part of our identity. We spent countless hours building bases, harvesting Tiberium, and leading armies of GDI or Nod units into battle. But what happens when that passion goes beyond a hobby and becomes a platform for something bigger? In a recent interview, Eric Chou, founder of Honor Games, revealed how his journey from modding the classic C&C series led him to found a game studio with a mission that extends far beyond entertainment. His story is a powerful testament to the value of passion, community, and purpose.

The Mod That Rebuilt an Empire

Eric’s story begins not with a new game, but with an old one. He and his team embarked on a massive passion project in the summer of 2011 to mod Command & Conquer: Tiberian Wars. The mod, called Tiberium Secrets, was a direct response to the controversial Tiberian Twilight and a community-driven effort to “fix” the game’s story and gameplay.

One of the most ambitious features of Tiberium Secrets was the introduction of a completely new faction, the Artificial Systematic Intelligence (ASI). This was one of the first fully robotic factions to be introduced in the modding space for a C&C game. Eric emphasized the importance of balancing the narrative with the gameplay, a lesson he learned from the original C&C games.

The success of Tiberium Secrets was phenomenal. It was hosted on platforms like ModDB, a site founded by Scott Reismanus that has long been a hub for user-generated content. To this day, the mod still receives hundreds of visits a day, a clear sign of the lasting impact of its quality and the loyalty of the C&C fanbase.

From Passion Project to Professional Studio

After six years of dedicated modding, Eric and his team made a momentous decision: they would transition from being a modding group to an official indie game studio. Honor Games was officially formed in October 2017. This transition was far from easy, as it meant grappling with a whole new set of challenges, from navigating legal and business matters to learning new game engines like Unity and Unreal.

Honor Games’s current projects reflect the strategic and creative DNA of their modding origins:

  • Vultures: A factory economic simulation game that includes stock market elements. Chou sees a direct connection between the resource management of C&C and the economic systems of Vultures.

  • Charge!: A 3v3 first-person laser tag game that is narratively set in the world of an independent Tiberium Secrets product.

For Eric, the core motivation behind these games is to build on the foundation of what he and his team learned from modding: that people are interested in seeing “what our next horizon was”.

The Intersection of Gaming and Mental Health

What sets Eric Chou and Honor Games apart is their dedication to a cause beyond game development. Chou is a mental health advocate who works with the 988 National Suicide and Mental Health Prevention Hotline. He believes that gaming can be a powerful tool for connection, especially for those dealing with mental health issues.

He stresses three key takeaways for anyone dealing with mental health, either personally or through a loved one:

  1. Active listening: Being present and non-judgmental.

  2. Asking for help: Recognizing that it takes strength, not weakness, to reach out for support.

  3. Education: Taking the time to learn about mental health resources and organizations.

Eric’s own journey with bipolar 1 and his experiences helping a friend in the gaming community who was struggling are what fuel his passion. He has even combined his two passions by creating a mental health role-playing card game which is available on his company’s website.

The Future of Honor Games

Looking ahead, Eric has ambitious plans. He hopes to see both Vultures and Charge! completed and released within the next three to five years. But his long-term vision includes a unique “trigger initiative”. This initiative would involve Honor Games acting as a mentor and organizational support system for other indie developers, helping them get their projects to a minimum viable product. This selfless approach reflects a core belief that has guided Chou’s entire journey: building a community that helps each other.

Eric Chou’s story is a powerful one for anyone in the tech and gaming space. It shows how a deep-seated passion, when combined with a larger purpose, can not only lead to professional success but also create a meaningful impact on the world. It’s a call to action for every gamer to find their own “next horizon” and see what they can build, whether it’s a mod, a game, or a community.”

We are also releasing a game in the indie tib sec universe :


Charge GameplayTeaserTrailer1 Final – ModDB

 

Continuing Legacy Award

A mod that takes a game from a franchise abandoned or ended by its original

developers and continues the series in a new and interesting direction

Command & Conquer: Tiberium Secrets

For: Command & Conquer 3: Tiberium Wars


Tiberium Secrets is a total overhaul mod set in a parallel universe that introduces three new factions that can stand in conjunction and potentially independent from the Command and Conquer Tiberium universe. These new factions come complete with diverse units, structures, mechanics, and lore.

Company History

This story begins in November 2010 with Eric Chou (GeneralJist) joining the C&C:3 mod Tiberian Eclipse, taking on the role of co-lead, PR manager, and Lead writer. He was recruited by the project lead Jay (JPNYT) on the official C&C forums. The mission of this mod was to redo C&C:4 Tiberian Twilight, and had been fueled by hate and outrage from the community through Electronic Arts’ decision to remove all classic elements of RTS from their 2010 Command & Conquer title. This was seen as a sendoff and conclusion to the story arc with Kane, the 15-year Antagonist / protagonist of the series, and received dangerously critical reception, which would effectively kill off official support for the Command & Conquer franchise for nearly a decade.

Mr. Chou took on the aforementioned roles, and recruited for the project. Among his 1st recruits was Seth Brown (Umbrella secrets), who concurrently worked on his own mod C&C: Tiberium Secrets, which he had single handedly started in September of 2009. When asked by Mr. Chou why Mr. Brown joined Tiberian Eclipse, he said “it was an opportunity he couldn’t pass up”. Mr. Brown took on the brunt of the art department, despite the direction of the Tiberian Eclipse mod moving to unity with the ambition of making an RTS­­­­/ FPS hybrid. Mr. Brown had made an Obelisk of light that had an interior, which was later scrapped when the project returned to the SAGE engine. He later made an RTS model of an obelisk of light, and several other models concepted by Walter Vermeij (Pizza Atomica) which would be carried over to Tiberium Secrets years later.

Enter Maclaren Cardwell (Golan X) a Tiberian Eclipse forum moderator who signed on near the same time as Mr. Chou, to serve as a writer. Mr. Chou wrote several campaigns for the project, alongside Mr. Cardwell.  There were several others, that contributed to the project such as Victor Smirnoff (Silent Nomad) in writing and management, Alex Serino (Tiberian Fiend) in Code, and Walter Vermeij (Pizza Atomica) concept art, which eventually helped with Tiberium Secrets to some capacity, but none of them continued to Honor Games.

There was even some discussion of merging Tiberian Eclipse with Tiberium Secrets, but it ultimately didn’t happen, but upon retrospect was best for everyone involved. Mr. Chou would carry the torch for Tiberian Eclipse and would one day see his goal, and original directive and mission of Tiberian Eclipse to “Fix” C&C:4 Tiberian Twilight’s story. Gameplay for the original factions of GDI, Nod and Scrin, were drafted and put on hold as well. Mr. Cardwell joined Mr. Brown on Tiberium Secrets.

In April of 2011 the decision was made to scrap all of the campaigns written by Mr. Chou by David Nichols (Shriken) the art director, and new project lead. Mr. Chou did not handle this well; despite this, he attempted a smooth transition, and set up Kristen Andrews (Nod Soldier Girl) as the new PR manager. Mr. Chou made a copy of all his work, and the entire writing and gameplay folders, then he released his writing on Fanfiction.net, and left. Due to a variety of unknown but understandable factors, Tiberian Eclipse shuttered in August of 2011.  Mr. Chou would later release this content to the community at large in November 2021.

Mr. Chou joined Tiberium Secrets in June of 2011. Enter Matt Ross, joining a day apart. (Despite no association) Originally Mr. Ross joined due to the concerning themes he saw in Tiberium Secrets, particularly how Mr. Brown was creating an Illuminati evil new world order inspired faction known as All Seeing Army (ASA). And Mr. Ross wanted to warn that these things were very real and dangerous in certain circles.  So, due to this, an entire overhaul was done. It would eventually become the (Artificial systematic intelligence) ASI.

Mr. Brown kept tight control of the code and the art of the project; he was the project originator after all. He did not allow us to expand the team past the core four of us, during a majority of his tenure. Ross and Brown worked hand in hand for a full year and taught each other artistic skills and programs, and chou and cardwell took care of the writing. Chou wrote the ASI, and again filled the lead writer role. Cardwell advocated and wrote for Dream 51. Chou also took over all the production, HR, and PR duties, and all operations so Brown and Ross could focus on the project. 

In August of 2012, Brown attempted to cancel and delete the entire project, due to personal issues.  Chou left, without knowing if he’d ever be back. He finalized the Tiberium secrets narrative and canon and left. Despite this, again he was committed to a smooth transition, so tapped Chad white (para combatant), a dedicated community forum member, as his replacement. 

Mr. White served in Mr. Chou’s roles for a full year, and once Mr. Chou returned in June of 2013, they tag teamed the responsibilities for some time. Mr. White ultimately did not continue to Honor Games, and concluded his contributions in 2015, but he remains friendly to this day.

After Brown left, limited development continued under Ross and without a dedicated coder, the project was in serious jeopardy. Chou returned in June of 2013. We reached out to Brown  multiple times to try and get help and guidance to reconstruct the fragmented mod, but no response was forthcoming.  

It wasn’t until November 2014 that John Netzel (Commiedog) and Tim Cerny (CCH Audio) joined, filling back the roles of core coder and core audio, respectively. Under their guidance, we reconstructed the mod, and we were finally able to release a full version in December of 2017, featuring the ASI Faction. Cerny developed and integrated all sound effects and the ASI Sound track, informed by his professional experience  at his own sound studio CCH Audio. Netzel singlehandedly led all coding efforts. His experience came from being the principal coder for the critically acclaimed C&C:3 The Forgotten mod, as well as other notable community involvement.

During all this time, Chou kept up an amicable ModDB message relationship with Brown, and was able to secure his contract signature, effectively signing all of Seth Brown’s rights of Tiberium Secrets over to Honor Games.

In march  2015 Chou would do two interviews for a school assignment, interviewing Louis Castle and Mark Skaggs, regarding their experiences.

In May 2015, a community member by the name of Jason Koop (Jfod) joined as a content writer, collaborating and later leading the writing department, and eventually rising to head of narrative for the entire company. Koop would start his journey as a dedicated content writer, contributing to all narrative endeavors, assisting in many places, under the direction of Blake Armstrong (Roboteatingrobot) head of narrative. They were instrumental in the effort  to  develop Tiberium Secrets’ main narrative cannon Season 0, which would introduce our universe crossing it over with official Tiberium Twilight lore. Armstrong led the writing department, and we were able to release the aforementioned Season 0, which was meant to serve as a bridge between Tiberian Twilight and Tiberium Secrets.  After this effort was finalized, most of the writers left.

During all this time, Koop would see one of his dreams as a writer accomplished, in self-publishing his 1st book: Fractured (The Mirror’s Shadow Book 1).

Chou was able to secure two tickets to GDC  2017(the game developers conference from Kevin Hawkins, chief administrator of Gamedev.net, where Ross and Chou met in person for the 1st time. They networked like crazy, and were able to make somewhat of a splash in San Francisco.

Netzel would also experience GDC 2018 with Chou as a result of the same generosity, Ross was unable to make the event.     

Koop would lead project X efforts, developing the three campaigns. He would later claim IP ownership, and leave with all the campaign contributions in December 2021.

Jump to May 2020, Brown again contacted us to rejoin the project, but by then everyone was transitioning out of Tiberium Secrets. Ross had already disengaged, and Netzel was of the same mind. Chou and Netzel were just finishing up additions to the original factions. We had committed to ourselves and the community that those would be the last content updates. We agreed to continue to support Tiberium Secrets with minor patches, for technical reasons.  We told Brown that it was not practical to hand things over to him, mainly because the Tiberium Secrets mod page was the only place on the internet we were at, and if Brown later removed or changed it, it would no longer reflect the efforts of the core Tiberium Secrets team. We showed Brown brief details of Project X, and he said he wanted to do Tiberium Secrets instead. He later said he had thought about it more, and given the age of Tiberium Wars he expected a small impact of actually finishing Tiberium Secrets, so he backed off. He had also said that the custom animation plugin needed for C&C 3 didn’t work with Blender.

Jump to September of 2021, Brown contacted Chou on Skype, saying he wanted to do Tiberium Secrets again. He said he would check the ModDB page every day, and it eats him up that he sunk so much work into it, and it goes unfinished. He also saw the few comments from the community, hoping for further developments.

The Core leadership team of Eric, Matt, John, and Jason decided to formally end development of Tiberium Secrets mod on October 24th 2019, announcing the project’s conclusion. Despite this decision, it wasn’t until April 30 2021 that we released 1.7.3, marking the end of content patches, barring any major foreseeable issues. Minor narrative updates and most of our internal documentation were also released in waves.

Preproduction of Aether Mall, a SCP inspired game dreamed up by Mr. Ross was started in October 2020, signifying our full transition from modding to Indie.This project was later shelved in December of 2021. 

On August 31 2021, we announced Vultures, an economic factory sim dreamed up by Netzel.  

Mr. Koop took up the reins of our pre-production at redevelopment of Tiberium Secrets as an Indie RTS, with “Project X” as the working title, focusing on developing campaigns and world building. This effort was started by Mr. Chou, soon after October 2019, because an individual saw the cancellation and said they might be able to look for investors. Soon after, a pitch deck and demo video were made, and sent. Covid hit and priorities were shifted.

In December 2021, Matt Ross and Jason Koop both left Honor Games to strike out on their own.