Fast siege, no busywork
A deterministic 10 tick-per-second simulation, two to 12 commanders, and one fortified plateau each. Offline matches have no hard time limit; authoritative Ranked matches hard-resolve at 11:00 if more than one Stronghold remains.
10 Hz
Deterministic tick rate
96×68
Foundry Arena tiles
6–10 min
Designed match length
Economy
The baseline is equal. Fighting is what pays.
You start with 50 gold and 50 wood, and every living commander collects the same +5 of each every 8.3 seconds. There is nobody to send mining: combat bounties and faction-specific kill bonuses are how you rise above that shared baseline.
Passive, and identical
Income never scales with decisions. It is a floor, not a strategy.
Kills are the real income
A base 5g and 5w per fighter, 30g and 15w per gate or tower, 250g for an enemy Stronghold. Faction bonuses may add to the fighter payout.
The Trader is lossy on purpose
A neutral trader wanders the map and moves every 45s. Get a unit close and you may swap 100 of one currency for 50 of the other. It costs you, and it costs a unit's time.
Your plateau
A cliff with four ways in
The rim is impassable. The only approaches are four cardinal ramps, each of which you can seal with a barricade. Knowing which of your gates is open is the single most important defensive fact in the game.
Stronghold
4,200 HPSpawns your brigade and is the only elimination target. When it falls you are out, and everything you own dissolves with it.
Warforge
2,200 HPThe shop anchor on your plateau. Losing it hurts, but it does not end your match.
Barricades
250 HP, +75/tierOne per ramp, 4 ramps in total. While a gate holds a live barricade, enemies cannot use it. Break one and you have a breach.
Towers
250 HP, 8 dmg4 on the diagonals, firing automatically every 1.5s. Tower Sentries adds +4 damage per tier.

Command
One tap selects the whole brigade
This is not a classic RTS. There is no drag-marquee, no control groups, and no per-unit micro. Tap one of your fighters and the entire formation is yours; tap ground to move, tap an enemy to commit.
Manual
FreeFighters do only what you order. Nothing auto-acquires a target.
Semi Auto
FreeFighters defend themselves, but your explicit orders hold for a protected window before automation resumes. The competitive default.
Full Auto
Practice trial; never RankedFighters stage into attack waves and push without you. Practice includes a free trial; the planned licence applies to eligible offline and unranked play, never Ranked.
On desktop, WASD or the arrow keys pan, Q and E zoom, H returns home, left click selects and right click gives the context order. On a phone, drag pans and pinch zooms around the midpoint.
Two units that are not the brigade
A panic button and a persistent hero
The Super
Unlocks at the 2:00 mark with 600 HP and 25 damage. It lives 30 seconds, then goes on a 3 minute cooldown. It is leashed to your own base and cannot be damaged or controlled by an enemy, which makes it a way to survive a push, not a way to start one.
Your Hero
One persistent controllable fighter with a base of 260 HP and 12 damage before faction, hero and Armory modifiers. It earns 7 XP per kill, and every 7 XP grants a claim. A claim is permission, not currency: it selects the next Armory line in a fixed rotation and you still pay full price.
In Semi and Full Auto the Hero manages itself: it retreats below a health threshold, heals at its own spawn, and rejoins its formation.
Hero roster
- Aegis MarshalGuardian
Survives the front and protects a push.
- TrailblazerSkirmisher
Fast pressure that must choose fights carefully.
