Contributors wanted

Help finish it

Frontline Command is playable and unfinished. Here's where help matters most, how to get it running, and the few rules that keep a deterministic RTS deterministic.

Art IDs finished
95 of 162
Units without a render
28
Campaign courses passing
81 of 102
Human balance sessions
Needed

Get it running

You need Go 1.27, Node with npm, and the Protocol Buffers compiler. Everything runs on your machine; no account or cloud service is involved.

  1. Check your setup

    Reports missing tools and anything the build still needs.

    make doctor
  2. Install client packages

    Pinned versions from the lockfile.

    npm --prefix client ci
  3. Run the tests

    Go tests and vet, plus the client's type and runtime checks.

    make test
  4. Play it

    Starts the Go host on port 8080 and the client on 5173, both on localhost.

    make dev

Then read the game design (the authority on every rule), local development notes and the current release blockers.

Open work

Five fronts. Pick one that matches what you like doing. Each list is drawn from the project's current priorities.

Simulation and AI

The rules engine and the bots that play it. Ideal if you like correctness, pathfinding and game AI.

Go, pkg/sim, pkg/content
  • Finish the AI's resource-memory fix and its radar-before-army opening branch
  • Diagnose vehicles that get stuck on real map layouts
  • Review the new Shahed drone and custom starting money against every save and replay path
  • Write deterministic scenario fixtures from the design's balance test list

Client and interface

Everything the player touches: command sidebar, menus, renderer and accessibility.

TypeScript, React 19, PixiJS 8, Vite, Playwright
  • Show named building prerequisites in production buttons
  • Faction colors and portrait identity across world, minimap and lobby
  • Fix misleading repair-reserve and rally hints
  • Walk the ordinary player flows end to end: save, load, watch, editor, audio, onboarding
  • Real-use accessibility review: remapping, scaling, color palettes, focus

Art and audio

The biggest gap. Stylized, readable, military-industrial; charcoal, olive, brass and amber, never photoreal.

Blender, Python, assets/pipeline
  • 58 distinct building renders across the four factions
  • Unit renders for every card marked Art wanted
  • Combat effects: impacts, interceptions, decoys and cover hits
  • Scenery for the seven maps beyond Copper Junction
  • Final key art, music transitions and faction voice lines

Maps and missions

Level design, objectives and writing. Works through JSON and the in-game editor.

content/, cmd/contentcheck, map editor
  • Fix the campaign routes that still fail their runs (21 of 102)
  • Get both co-op scenarios through every objective and checkpoint
  • Briefings, debriefs and subtitles for all 24 missions
  • Fairness reviews: spawn parity and all six faction matchups per map

Playtesting

No code needed. The design's balance can only be proven by people playing it.

A mouse, a keyboard and honest notes
  • Play the six cross-faction matchups and record who won and why
  • Tell us when you didn't understand why you lost; readability bugs look like balance bugs
  • Test on hardware we don't have: Safari, low-spec laptops, a second machine on your LAN
  • Try the tutorials as a newcomer and note where you got stuck

Ground rules

Short, and each one exists for a reason.

  1. Keep the simulation pure

    No rendering, network, wall clock, database, floats or platform-dependent state in pkg/sim. Fixed-point, 20 ticks, stable order.

  2. The design is the authority

    Gameplay changes start as a proposed edit to the design document, with the reason and the counterplay.

  3. Evidence over claims

    Say what you ran and what happened. Keep failing results; never relabel an old run as a new pass.

  4. Don't call it finished

    An internal milestone is not the full game. Release means every unit, map, mission, mode and asset, complete.

  5. Local first

    Localhost by default, LAN only by explicit opt-in. Don't add deployment or hosted services.

  6. One author per file

    Humans and AI agents both work here. Claim the files you're changing so two authors never edit the same one at once.

  7. Fiction stays fiction

    Original names, insignia and leaders. No real extremist symbols, no political slogans, no combat units disguised as civilians.

  8. Docs are Markdown

    Record decisions and limits honestly in docs/, next to the code they describe.

Before the public opening: the repository still needs a license file and a contribution guide. Until they land, please open an issue before starting large changes.

What done means

The design defines four production gates. They are completion gates, not a calendar.

A

Rules foundation

One map runs the full economic and combat loop with authoritative orders, fog and saves.

Internal build passes
B

Factions complete

All four rosters, buildings, abilities, aircraft, missiles and counters operate.

Rules in code, acceptance ongoing
C

Content and modes

Every mission, map, tutorial and mode, plus replays, editor and debriefs, integrated.

In progress
D

Release quality

Complete art and audio, accessibility, stress testing, human balance, security review.

Not yet

Pick something and say hello

Comment on an issue, propose a change to the design, or post your first playtest notes. Small, careful contributions are exactly what this stage needs.