Modes and maps

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.

Tutorials
5
Campaign missions
24
Co-op scenarios
2
Launch maps
8

Tutorials

Five short lessons that teach a few actions at a time, then step back once you've got them. None of them gate multiplayer.

Lesson 1

Give an order

Select, move, attack, stop, control groups, rally points and blocked-order feedback.

Lesson 2

Operate a base

Gather, protect a hauler, build, fix low power, repair, and recover from a lost HQ.

Lesson 3

Read the counter

Rifles, anti-armor, cars and tanks; cover, detection and transport.

Lesson 4

Defend the sky

Aircraft service, ground AA against fighters, missiles against interceptors, leaving a marked area.

Lesson 5

Command a match

Win a short battle under standard rules, try your faction's signature ability, then see the debrief and replay.

Four campaigns

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.

Operation Clear Horizon

United States

First Foothold

Establish supply and reconnect two isolated Ranger squads.

Optional: recover an intact engineering rig.

Open Corridor

Escort three supply vehicles across a branching valley.

Optional: bring all three trucks through.

Relay Ridge

Capture two relays and hold one for four minutes.

Optional: don't lose a single scout.

Broken Umbrella

Keep one of two airfields alive through twelve minutes of pressure.

Optional: evacuate a damaged wing.

Split Front

Disable three command relays in any order.

Optional: finish without losing a transport.

Clear Horizon

Eliminate two production bases while keeping a supply corridor open.

Optional: destroy a strategic site before it launches.

All 24 missions have authored layouts in content/missions. Some routes and difficulties still fail their acceptance runs. Help finish the campaigns

Co-op

Two scenarios for two players, or one player with an AI ally, with shared objectives and checkpoint saves.

Convoy Union

Two allied economies escort three convoys in sequence. Either player can call Hold; both must agree to Advance. Completed checkpoints open forward repair positions.

Twin Outposts

Start separated, keep both HQs alive, reopen the central supply corridor, then assault two AI bases. Reinforcement waves announce where and when they arrive.

Eight launch maps

Every competitive start gets the same resources, comparable travel distances and two ways in. Each map asks one strategic question.

Tactical map of Copper Junction

Copper Junction

1v1 · 128×128

Open central junction, two wide side routes.

Commit to central pressure, or protect a flank expansion?

Tactical map of Relay Heights

Relay Heights

1v1 · 128×128

Central plateau, two ramps per side, lower flanks.

Buy sight with ground control, or bypass the plateau?

Tactical map of Dry River

Dry River

1v1 · 128×128

Three permanent crossings with separate approaches.

Concentrate force, or threaten several crossings?

Tactical map of Industrial Valley

Industrial Valley

2v2 and FFA · 160×160

Four perimeter bases around a central warehouse district.

Occupy cover while keeping supply routes alive?

Tactical map of Border Depots

Border Depots

2v2 and FFA · 160×160

Broad paired lanes plus cross-map connectors.

Share a front, or run independent expansions?

Tactical map of Port Outskirts

Port Outskirts

2v2 and FFA · 160×160

Coastal edge, inland ring road, abandoned warehouses.

Covered infantry paths, or the fast vehicle road?

Tactical map of Convoy Union

Convoy Union

Co-op · 128×128

Two allied depots and a branching convoy route.

Balance escort duty with two separate economies?

Tactical map of Twin Outposts

Twin Outposts

Co-op · 128×128

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.

Skirmish and multiplayer

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.

1 vs AI, up to 4 players

Skirmish

Any map, any factions, three AI difficulties, adjustable speed and starting money.

2 humans vs 2 AI

Co-op skirmish

Standard rules with a friend, no rating at stake.

1v1 or 2v2

Unranked

Standard presets with rematch and reconnect.

3-4 players

Free-for-all

Individual elimination. No diplomacy, no alliance switching.

1-4 players

Custom lobby

Private codes, observers, user maps and declared rule changes.

1 player

Practice range

Free unit placement and instant resets, kept out of any statistics.

In-game screenshot: the multiplayer lobby for a four-player Industrial Valley match, showing lobby ID, access code, map preview and the host's faction, team and color selection.

A four-player local lobby in the current build, over the main menu key art.

Server authority

Clients send intent; the host checks ownership, money, Supply, visibility and cooldowns before anything happens.

Fog you can't cheat

Only information your side can see is ever sent to your browser.

Reconnect

Two minutes to rejoin. Your units keep their orders while you're gone.

Replays and observers

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.

Map editor

Paint terrain and height, place resources and spawns, script objectives from a safe trigger library, and test-play instantly.

  • Terrain and ramps
  • Resource fields
  • Spawns and teams
  • Objective regions
  • Undo and redo
  • Sight and path previews
  • Instant test play
  • Local publishing

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.

In-game screenshot: the local map workshop, with options to validate an exported map file, preview it and publish it on the local host.

Accessibility

Built in from the design, not bolted on. No essential command depends on fast clicking, double-click speed or color alone.

  • Remappable hotkeys
  • Keyboard camera
  • Optional edge scrolling
  • UI and minimap scale
  • Color-vision palettes
  • Subtitles and captions
  • Separate voice, music, effects and UI volume
  • Reduced flashing
  • Adjustable screen shake
  • Reduced camera motion
  • Visual replacements for audio cues
  • Hold or toggle modifiers