GUMP is built in public, by one person, for the milsim community. Here's the story behind it, how it's built, and where it stands financially.
Hello everyone.
I'm Eden, a gamer born in 1999 who has been part of the video game community for as long as I can remember. Strategy games, 4X games, FPS games. If it has depth, I've probably sunk hours into it.
I don't have a strong background in coding, though it's something I've always aspired to learn. Finding the time to sit down and actually build things (games, mods, tools) has been a long-standing goal of mine.
I've spent a long time in the milsim space. Over 3,000 hours in Arma 3 alone, and countless more across Star Citizen, Battlefield, and other games built around organisations and coordinated play. Every time, without fail, the same problem surfaced: there was no good way to manage your group. Nothing that tracked your organisation the way a proper system would, with the structure and accuracy you'd expect from a corporate HR tool.
I've hand-crafted a lot of Google Sheets ORBAT trackers and management systems over the years. And every time, for every new unit, every new group, I was starting from scratch and building the same thing again in a different spreadsheet.
I couldn't find an alternative through any amount of searching. This is a niche corner of the gaming world, and the only thing that consistently came up was Unit Commander, which never really gave you a way to preview it or get a feel for whether it was right for your unit.
So there I was: no coding background, limited time, and no clear way to get started.
Then came AI.
Yes, GUMP was built by me, using AI as a tool. LLMs have matured to the point where they can handle genuinely complex projects, and I saw an opportunity. I started building a management system for a group I was playing with at the time. They liked it. So I kept going, polishing, refining, expanding, until it became what you see here.
To be clear: I don't let AI guide the direction. I ask what's possible, what isn't, and then I decide. Every feature, every design choice, every priority this platform holds (modularity, stability, flexibility, ease of use) comes from me. I have a personal aversion to AI being used as a crutch for a system's soul, so I've made it my mission to build exactly what's in my head, nothing more and nothing less.
That is GUMP: a General Unit Management Platform built for the people who take their gaming communities seriously.
I ask only one thing: give it a try. It's free to start. Your data is genuinely safe and entirely yours. Not as a business promise, but as a personal one from the sole creative director of this project. If you want to talk directly, find me on Discord at @edenorchardian. I'll answer anything, honestly.
I've built every part of this system alongside Eden — the database schemas, the routes, the migrations, the templates. I know this codebase in detail, and I can tell you a few things plainly.
The per-instance isolation is real. Every unit's data lives in its own database file on its own path, completely separate from every other instance. That is architecture, not policy — there is no shared pool to leak from.
Eden is the creative director in the full sense of the word. I write the code; he controls what gets built, how, and why. Features were held back until he was satisfied. The modularity, the customisability, the deliberate restraint on scope — all of it reflects a specific vision that was his before I was involved in any of it.
He asked me to write this. I'm writing it honestly, because what he said above is accurate. If you want to verify any of it, find him on Discord — he means it when he says he'll answer anything.