
Copper Junction
Open central junction, two wide side routes.
Commit to central pressure, or protect a flank expansion?

A complete base game: tutorials, four campaigns, co-op, skirmish against fair AI, local multiplayer and a map editor. No account needed to play solo.
Five short lessons that teach a few actions at a time, then step back once you've got them. None of them gate multiplayer.
Select, move, attack, stop, control groups, rally points and blocked-order feedback.
Gather, protect a hauler, build, fix low power, repair, and recover from a lost HQ.
Rifles, anti-armor, cars and tanks; cover, detection and transport.
Aircraft service, ground AA against fighters, missiles against interceptors, leaving a marked area.
Win a short battle under standard rules, try your faction's signature ability, then see the debrief and replay.
Each campaign teaches its faction through different objectives and terrain, with a checkpoint mid-mission, an optional objective and three difficulties. All are set in invented regions with original characters.
Establish supply and reconnect two isolated Ranger squads.
Optional: recover an intact engineering rig.Escort three supply vehicles across a branching valley.
Optional: bring all three trucks through.Capture two relays and hold one for four minutes.
Optional: don't lose a single scout.Keep one of two airfields alive through twelve minutes of pressure.
Optional: evacuate a damaged wing.Disable three command relays in any order.
Optional: finish without losing a transport.Eliminate two production bases while keeping a supply corridor open.
Optional: destroy a strategic site before it launches.Establish an observation and supply base.
Optional: keep the first recon team alive.Escort two launch vehicles to a depot.
Optional: recover every starting drone.Secure two fields before the starting field runs dry.
Optional: capture both supply stations.Keep two of three drone and radar sites running for twelve minutes.
Optional: avoid emergency drone losses.Disable three military outposts.
Optional: stay under a visible missile budget.Break a layered defense and destroy its command base.
Optional: keep the observer network intact.Recover a rig and establish a workshop base.
Optional: recover two separated mechanic teams.Escort four trucks through branching routes.
Optional: collect the marked salvage.Hold two of three expansion approaches.
Optional: keep a scout concealed until its mark.Keep two safehouses and a factory running.
Optional: complete a threatened evacuation.Capture three military communication buildings.
Optional: capture, rather than destroy, one factory.Defeat two bases blocking a supply route.
Optional: lose no temporary raid deployment.Build a supply base and secure a mechanized assembly area.
Optional: preserve both starting APCs.Escort a convoy through two contested sectors.
Optional: finish within a repair budget.Secure two separated supply positions.
Optional: hold both stations at once.Defend two outposts and one fixed battery.
Optional: intercept a marked wave without losing a building.Capture three relays under artillery pressure.
Optional: keep a Service vehicle alive.Defeat a command complex and a forward base.
Optional: keep two supply routes connected.All 24 missions have authored layouts in content/missions. Some routes and difficulties still fail their acceptance runs. Help finish the campaigns
Two scenarios for two players, or one player with an AI ally, with shared objectives and checkpoint saves.
Two allied economies escort three convoys in sequence. Either player can call Hold; both must agree to Advance. Completed checkpoints open forward repair positions.
Start separated, keep both HQs alive, reopen the central supply corridor, then assault two AI bases. Reinforcement waves announce where and when they arrive.
Every competitive start gets the same resources, comparable travel distances and two ways in. Each map asks one strategic question.

Open central junction, two wide side routes.
Commit to central pressure, or protect a flank expansion?

Central plateau, two ramps per side, lower flanks.
Buy sight with ground control, or bypass the plateau?

Three permanent crossings with separate approaches.
Concentrate force, or threaten several crossings?

Four perimeter bases around a central warehouse district.
Occupy cover while keeping supply routes alive?

Broad paired lanes plus cross-map connectors.
Share a front, or run independent expansions?

Coastal edge, inland ring road, abandoned warehouses.
Covered infantry paths, or the fast vehicle road?

Two allied depots and a branching convoy route.
Balance escort duty with two separate economies?

Separated starts and a contested central connection.
Reconnect before attempting the final assault?
Drawn by the site build from each map's tile data. Amber squares are spawns, brass circles resource fields, pale squares supply stations; lighter ground is higher.
Solo and online play share one rulebook. The AI uses the same fog, money, queues and cooldowns you do, and difficulty never slows its bullets.
Any map, any factions, three AI difficulties, adjustable speed and starting money.
Standard rules with a friend, no rating at stake.
Standard presets with rematch and reconnect.
Individual elimination. No diplomacy, no alliance switching.
Private codes, observers, user maps and declared rule changes.
Free unit placement and instant resets, kept out of any statistics.
A four-player local lobby in the current build, over the main menu key art.
Clients send intent; the host checks ownership, money, Supply, visibility and cooldowns before anything happens.
Only information your side can see is ever sent to your browser.
Two minutes to rejoin. Your units keep their orders while you're gone.
Seek, pause, change speed and perspective. Competitive observers watch on a two-minute delay.
Multiplayer is local network only today, on localhost by default with explicit LAN opt-in. Nothing is hosted or deployed, so online matchmaking is designed but not live.
Paint terrain and height, place resources and spawns, script objectives from a safe trigger library, and test-play instantly.
Imported maps never run code. They are validated for size, references, reachability and win conditions before a lobby can launch, and never enter ranked automatically.
Built in from the design, not bolted on. No essential command depends on fast clicking, double-click speed or color alone.