Tiny tanks. Big decisions.
In development · iPhone and AndroidEvery unit has a job, every tile changes the odds, and every turn is a small puzzle you can actually solve. Units step square by square, never diagonally, so a flank is something you plan two turns ahead.
Forests hide you, mountains shield you, roads carry you further. The ground you stand on decides how hard you are to kill.
Infantry take ground. Bazookas punish armour. Artillery shells from a distance and never fires back. Fuel and ammunition run out.
Portrait only. Drive a unit with your thumb, aim by touching the enemy, pinch to see the whole island. No on-screen gamepad.
Everything that decides a battle is skill and terrain. What money buys, later on, is how your army looks and the stories you play. Never the outcome.
The single-player game ships first. After that come asynchronous multiplayer, where a match runs a turn a day and your phone tells you when it is your move, and clans. A persistent world on a real world map is the long game.
Dates are not promises. This is one person building a game, in the open.