Painted key art: an olive battle tank with amber chevrons leads a column of armored vehicles across a desert road at sunset, past a fortified base with a control tower while a jet climbs overhead.
Open-source real-time strategy

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.

76
Units in the rules
29
Weapons
4
Asymmetric factions
8
Launch maps
24
Campaign missions
20
Simulation ticks per second

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.

In-game screenshot: a US headquarters selected on a desert base, with credits, supply and power along the top, a tactical overview and production sidebar on the right, and the selection panel along the bottom.

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.

  1. CollectHaulers load 600 credits per trip from contested fields.
  2. BuildRigs raise structures inside your build radius. Power keeps them running.
  3. ScoutFog is real. Explored ground shows last-seen buildings, not live armies.
  4. CounterRead what the enemy is spending and buy the answer.
  5. AttackCombined arms across ground, air, artillery and missiles.
  6. PreserveRetreat, repair and rearm. Veterans hit harder.
  7. ExpandOutposts push your reach. Fields run dry.
In-game screenshot: three marked airstrike impact points, each labelled with a 12 second countdown, on raised desert ground beside an enemy base.

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

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.