Build the base.
Hold the front.
A classic base-building RTS with four asymmetric armies and a deterministic Go engine. Playable today, and not finished yet.
The loop you know.
Harder choices.
Every cycle forces a trade: another factory or more units, an airfield or missile defense, a forward base or safety at home. No army solves every problem with its signature unit.
Current development build: a US base at 1:13 with the command sidebar, power gauge and tactical overview. Art and interface are still in progress.
- CollectHaulers load 600 credits per trip from contested fields.
- BuildRigs raise structures inside your build radius. Power keeps them running.
- ScoutFog is real. Explored ground shows last-seen buildings, not live armies.
- CounterRead what the enemy is spending and buy the answer.
- AttackCombined arms across ground, air, artillery and missiles.
- PreserveRetreat, repair and rearm. Veterans hit harder.
- ExpandOutposts push your reach. Fields run dry.
Four armies. No mirrors.
Each faction wins in its own way, pays for its strengths, and leaves the opponent something real to exploit.
Air superiority
A small, valuable air wing that decides where the next fight happens. Escort, strike, rearm, airlift. Every sortie has to come home.
Drones and missiles
Earn sight with survey drones, then bank missile charges and fire a volley the defense can't fully stop.
Guerrilla warfare
Conceal in cover, ambush, and move squads through a safehouse network. Make the enemy guard everything.
Armor and interception
Advance in protected formations, deploy mobile missile interception, and preserve expensive vehicles with paid field repair.
Readable by design
Every strike is announced
Missiles give at least eight seconds of warning and a marked impact area. Moving out of it is always a real answer.
No dice
No random critical hits or hidden accuracy rolls. An interceptor charge stops one missile, every time.
The AI plays fair
Same fog, money, queues and cooldowns as you. It never reads builds it hasn't scouted.
The server owns the truth
Clients send intent. The host validates every order and only sends what your fog allows.
Where the build stands
Playable development builds exist. A finished release does not, yet. These figures come from the repository's own status records.
Working today
- Full rules in a deterministic Go simulationFixed-point math, stable ordering, 20 ticks per second.76 units
- AI matches that play to the endFresh Normal-difficulty bot games finish with full replays.5 of 5
- Saves, loads and replay seekingExact restore of economy, orders, fog and cooldowns.Passing
- Local multiplayerRendered lobbies with reconnect, surrender and rematch.1-4 players
- Map editor and local workshopUndo, redo, path previews, publish to your own host.Working
Still open
- Finished art for every unit and building58 distinct building renders are still missing.95 of 162
- Campaign missions that pass every routeCourse runs across all four campaigns and difficulties.81 of 102
- One matching game packageGo host, WASM worker and client built and verified together.In progress
- Human balance testingSix cross-faction matchups need real players at real skill levels.Needs people
- Real hardware and networksSecond-machine LAN, Safari and reference laptops.Needs hardware
Pick a front
You don't need to know the whole codebase. Each area has its own tools, owners and a short list of open work.
Simulation
Rules, AI, pathfinding, saves and replays.
GoClient
Renderer, command interface, menus and accessibility.
TypeScript, React, PixiJSArt and audio
Units, buildings, effects, music and voice.
Blender, PythonMaps and missions
Layouts, objectives, briefings and co-op.
JSON, in-game editorPlaytesting
Play matches, report what confused you, test balance.
A mouse and opinions
Help take it to release
The design is written and the engine runs. What remains is the hard, satisfying middle: art, missions, polish, and real matches between real people.