*In the interests of readability, I've upped the font-size from 'invisible' to 'whoa'.*
Auralux is a mobile strategy game.
I was introduced to it the recently. It's a very simple game, the only controls being scroll, zoom, and select.
The player is confronted with a system of stars (planets in the second game), surrounded by points of energy. The stars generate these points of energy every second; the larger the star, the more energy points they produce. You use the energy points to upgrade your stars, defend them, and attack your opponents stars with. The aim isn't conquest, it's annihilation. You don't need to claim every star, you just have to be the last player standing.
This is a game that prioritises annihilation over conquest.
Of course, in order to be in a position to defend oneself, and to attack, you need to conquer territory first. Annihilation is something to be prepared for, once sufficient resources have been gathered. Although turtling is theoretically possible, it's difficult to make it work as the game rewards swiftness. Take too long to build up your defences, the opponents (never fewer than two) will claim enough territory for them to easily overcome one another, and then you. The game rewards decisiveness, but punishes stupidity.
Over-reach your abilities, you'll be unable to hold onto territory and will have to retreat, a step that almost inevitably results in defeat. Strike too soon, you'll find you haven't the forces to knock either opponent out, and in the time it takes you to reinforce your numbers, you've fallen behind the race for territory.
None of this is especially unique, one can apply all of this any RTS game. What is striking about Auralux is how stripped back it is, how minimalist it is. There is nothing of the baroque or excessive to it at all, just shapes, colours, and sounds. It's as if Kraftwerk designed it. Although it wouldn't be strictly accurate to call it a highly abstract 4X game (eXplore, eXpand, eXploit, eXterminate) as there is no element of exploration, the other three Xs are present. You must expand your territory, exploit it, and exterminate the enemy.
There is something very bloodless about it. Despite the focus on annihilation, the absence of anything overtly military or imperialist in its aesthetic leaves us just with the mechanics of a 4X strategy game, without anything that's directly suggestive of death.
The abstraction and minimalism is, of course, what makes it attractive. Cold, clean, bloodless, with 'spacey' ambient music as a soundtrack. When different clusters of energy attack one another, there is just a flash of light and a pleasant tinkling sound as they destroy each other, complementing the music.
As it so happens, I was about halfway through The Dark Forest when I was introduced to this game. The emphasis the novel has on abstracting about possible interactions between cosmic civilisations, and the cold, precise elegance of the prose, very much chimes with the game.
Auralux is the kind of game appropriate for the age of drones and cyber-warfare, for body counts, computer aided grand strategy, and the digitisation of combat. War as a game where you no longer need to break a sweat.