The game

What works right now

No promises: only what is in the working build as of 24 October 2026. All numbers come from the game data.

The captain in a bunker corridor
The captain in a bunker corridor. The control room with the console is ahead.
01 · Captain

A commander who walks his own base

The captain is your clan: if he dies, the clan loses. He walks around the base in third person with an over-the-shoulder camera, enters buildings, shoots himself and captures enemy buildings by holding the console for ten seconds.

  • Four guns on the back: a red laser, a 25 mm cannon with a rotating barrel block, a lock-on missile and a flamethrower — keys 1–4.
  • The bunker or tower console opens the tactical view, the laboratory opens research, and Tab puts you at the wheel of any of your warbots.
  • AI clans have captains too: they meet uninvited guests at the consoles of their bunkers.
Assault on an enemy base: a shell bursts on the bunker shield
Assault on an enemy base. A shell bursts on the shield of a small bunker.
02 · AI clans

An enemy that counts forces

One AI plays against you, and each clan gets its own level. It attacks when it is stronger than the target's defence, retreats from a lost fight, brings reinforcements as a group and builds towers where it was attacked from. It studies the map at load time and bridges lava.

  • Four levels: Easy, Normal, Hard and Insane — from slow and poor to fast and rich.
  • An “Adaptive” checkbox for each opponent: the AI reads your plan and answers with an army against what you are building.
  • Partly done. Economy, army and force-counting warfare work; the late game and army balance are still being tuned.
03 · Warbots

Every machine is built from parts

Chassis, drive, turret, guns and systems come together in the factory designer. One system of each kind; you pick the ammo load — more shells, heavier machine.

4chassis: light to giant
6drives
20turrets
36guns
31system modules
27ready designs
Factory designer: a medium wheeled warbot with two lasers
Factory designer. Turret slots, stats and the price of the machine.
  • Drives: tracks, wheels, walker, transformer (heavy chassis and giant only), flying and living — Alien hulls, which fly too. Flyers climb up to 64 m.
  • Arsenal: 75, 125 and 152 mm cannons, howitzers, flamethrowers, tasers, EMP, lasers in five colours and pulse lasers, unguided, guided and cruise missiles, a railgun and Alien weapons.
  • Systems: armour Mk1–5, engine, sensor, repair unit and battery Mk1–4, deflector Mk1–5, cargo bay, manipulator, Alien regenerator.
  • No factions: all clans share the same machines, prices and shields — light, medium, heavy and giant, ground and flying.
04 · Combat

Damage hits the parts

A warbot's hull, drive, turret and radar are counted separately. The player's shot hits the part under the crosshair. Lose the drive and the machine is destroyed; lose the radar and it goes blind.

  • Firing range equals radar range. A target moving sideways is harder to hit, and a shooter at full speed misses more.
  • Shields take a share of every hit and flash at the impact point. After three kills a machine becomes a veteran.
  • Repair and recharge on a Architects' generator or hangar pad; a machine drives there by itself when its hull drops below 60% or it runs out of shells.
  • Wrecks are taken apart by builders for 40% of the price.
Cockpit view of a medium flyer in combat
At the controls of a flyer. Radar, holograms of your machine and the target, a shield flash on impact.
05 · Construction

Eleven buildings and a dome of cells

Mine, store, smelter, factory, laboratory, hangar, teleport, a bridge over lava and three kinds of towers. The map places the bunker, and the Architects' generators cannot be destroyed — that is what the war is about.

  • Construction as in the original: a hologram, then an energy dome — anything that drives inside burns. Before work starts, a site can be cancelled at no loss.
  • Buildings grow: bunker, mine, store and factory up to level three, laboratory and small tower up to level four.
  • Buildings are three times tougher, and builders repair them on their own: a base no longer falls in a minute.
  • Almost anything can be captured: drive in through the gate and hold the console.
A builder raises a building under an energy dome
Construction. A builder raises a building under an energy dome.
06 · Economy

From mine to alloy

Three resources — ore, crystals and alloy. A clan starts with a bunker, a store, a mine, a builder and a transport. You pay up front, and deposits run out.

  • A mine yields 160, 320 or 480 ore a minute by level; on crystals — 100, 200 or 300.
  • The cargo rides in the transport's turret: 75, 125 or 175 units. Shoot the turret off and the cargo burns with it.
  • The smelter stands at a store port: two ore make one alloy.
  • 100 research topics across four laboratory levels; each laboratory runs its own, with a queue.
Laboratory: the weapon research tree
Laboratory. The weapon branch by tier and what the selected cannon unlocks.
07 · Maps and planets

Three battlefields and a test range

Up to four clans per map: you and up to three AIs. The planet can come from the map or be any of the five.

MapSizePlanetFeatures
Clan War1800 × 1800 mDesertA lava ring around the centre with four fords, nine generators
Fire Rift1650 × 1650 mScorchedFour arcs of lava split the map into sectors
The Pass1800 × 1800 mIceMountain ridges and four passes
Test range2000 × 2000 mDesertEverything researched, rows of buildings, an arsenal of 36 guns

Desert and heavy

The desert has no modifiers. On the heavy planet gravity is 1.6: machines move slower.

Scorched and ice

In the heat guns reload longer and shields come back slower. On ice ground machines are 10% slower, and it snows.

Acid

Every few minutes an acid rain falls for 45 seconds. Anything not under a roof takes damage.

Tactical view: combat warbot list, orders and minimap
Tactical view. Warbot list, the selected unit's panel, orders and the minimap.
08 · Interface and sound

“Glass: instrument”

Dark glass in a metal frame, instrument digits and segmented gauges. Amber lights up only what matters right now.

  • Map and minimap, squads, formations, patrol, order queues and orders while paused.
  • All sound is our own: 254 effects and 21 music pieces synthesized in code. The music follows the battle, and every planet has its own ambience.
  • Deterministic simulation: 20 ticks a second, every action is a command. The groundwork for multiplayer is laid.
  • Speed: 160 machines in one fight — about 50 frames a second, a mid-game — about 160 (RTX 5070).
Next

See it in motion