
Z: The Forgotten Masterpiece I Can't Let Go
A love letter to a 1996 game — and why I want to bring it back.
There are games you forget. And there are games that won't let you forget them.
Z belongs to the second category.
In 1996, The Bitmap Brothers released a strategy game that did everything differently. No resource gathering. No base building. No waiting. Just territories, factories, robots — and pure, unfiltered chaos.
I was instantly hooked.
What Made Z Different
Most RTS games of the 90s followed the same recipe: Gather resources, build a base, produce units, attack. Command & Conquer. Warcraft. Age of Empires. All great — but all following the same pattern.
Z said: No.
In Z, there are no resources to gather. Instead, there's a map divided into territories. Each territory has a flag. Whoever holds the flag controls the area. And whoever controls more areas produces units faster.
That's it. That simple. That brilliant.
Speed Over Strategy
While other games forced you to chop wood for minutes before the first shot was fired, Z threw you directly into battle. The first minute was decisive. Hesitate and you lose.
The maps were small. The matches short. Every second counted.
Robots With Personality
The units in Z weren't faceless soldiers. They were robots with character. The Grunt was the average Joe — slow, weak, but reliable. The Psycho was a crazed close-combat fighter with two machine pistols. The Sniper could kill from distance, but get too close and he was helpless.
And then there were the vehicles. Jeeps, tanks, rocket launchers. Any unit could get into a vehicle and take control. A single Grunt could suddenly command a tank — if he reached it before the enemy did.
The General
But the best part was the General.
General Zod, the leader of your army, sat in his command tent commenting on your performance. When you did well, he praised you. When you did poorly... well.
"You are so crap."
That one line. In a British accent. Full of contempt. It burned into my memory like no other gaming moment.
The Last Time
The last version of Z I played ran on my iPad 3. That was 2012. Apple had just released iOS 6, and someone had made a mobile port of Z.
It was perfect. Touch controls for a touch game. The small maps fit the screen. The pace matched short sessions.
And then iOS 7 came. And iOS 8. And at some point, Z stopped launching. The app disappeared from the store. My iPad became too old. The game became incompatible.
Z was gone.
I never forgot it.
28 Years Later
It's 2026. I just turned 60. I have 40 years of software development behind me. IBM, PwC, countless projects. I've seen technologies come and go. COBOL, Java, JavaScript, Flutter, AI.
And I still think about Z.
Not out of nostalgia. Okay, maybe a little nostalgia. But mainly because I believe Z had an idea that was never fully explored.
The Question
What if you weren't the Commander — but one of the robots?
In the original, you control all units from above. You're the god of the battlefield. You click, and the robots obey.
But what if you were a robot yourself? What if you fought alongside real humans in a team? What if Z's territory mechanic was suddenly experienced from a first-person perspective?
That's the idea. That's Z Evolved.
The Vision: Three Phases
Phase 1: Z Classic
Before you can reinvent something, you have to understand it.
So first, I'm rebuilding Z. Faithful to the original. 2D. Pixel art. The same six units. The same territory mechanic. The same small, hectic maps.
Not as a nostalgia trip. As a proof of concept. As a foundation.
Phase 2: Z Evolved
This is where the twist happens.
The Commander is gone. You're now a Grunt. Or a Psycho. Or a Sniper. Your teammates are real humans. Together, you fight for territories.
The camera shifts from bird's eye to third-person. The voxel graphics echo the pixelated original, but in 3D. The factories still produce units — but now new players spawn there.
What happens when an RTS battlefield is suddenly experienced from ground level? That's what I want to find out.
Phase 3: Z Field Ops
And then it gets crazy.
What if the battlefield was real?
Imagine: A soccer field. Two teams. Every player holds their smartphone. GPS tracks position. The app shows the map — but the map IS the field.
You run to the flag to capture a territory. Actually run. With your legs. You duck, and the accelerometer detects it. You aim with the camera, and AR shows you the enemies.
"Touch grass. Capture flags."
Sounds insane? Maybe. But that's exactly why I want to build it.
Why Godot?
I could have chosen Unity. Or Unreal. The industry standards.
But I chose Godot 4. For three reasons:
1. Open Source. No license fees. No runtime fees. No surprises.
2. One engine for everything. Godot handles 2D and 3D. Phase 1 and Phase 2 can share the same code. The same territory classes. The same production logic.
3. GDScript. Godot's scripting language is Python-like. Simple. Readable. And — this matters in 2026 — AI-codeable. Claude can write GDScript. That speeds up everything.
What I've Already Learned
This project taught me something before I wrote a single line of code:
Listen first. Then do.
My first instinct was to jump right in. Create a Flutter project. Write code. Forward!
Wrong.
Without a clear vision, you write code you'll delete later. Without defined goals, you build features nobody needs. Without a tech stack decision, you waste time on the wrong engine.
So I stopped. Thought. Documented.
- VISION.md — Why am I building this?
- GOALS.md — What exactly do I want to achieve?
- TECH_STACK.md — What tools am I using?
Only when these questions are answered does implementation begin.
This applies not just to games. It applies to every project.
Will Z Ever Be Finished?
I don't know.
In 40 years, I've seen enough projects that never finished. Started and abandoned enough of my own. I'm realistic.
But that's not the point.
The point is: Is it fun? Yes.
The point is: Am I learning something? Absolutely. Godot. Voxel rendering. Multiplayer networking. AR.
The point is: Does what I want to build already exist? No. There's no game that combines Z mechanics with team shooter gameplay. There's no outdoor AR game where you capture real flags.
So I'm building it. Or at least trying.
One Sentence
If I had to summarize Z in one sentence, it would be this:
Z takes a forgotten RTS gem and asks: What if the player isn't God, but a soldier?
General Zod would probably say I'm crazy.
"You are so crap."
Maybe he's right. But I'm doing it anyway.
This project is open development. Progress is documented on GitHub.
Links:
Tags:
GamingGameDevGodotIndieRetro
Ulrich Diedrichsen
AI Product Builder & Workshop Operator
40 years of software engineering. Ex-IBM, Ex-PwC. Now building real products with AI in Hamburg.

