© 2026
Base-building WW2 RTS. The Reich is collapsing, and burying something the Allies were never meant to find. Command US or Wehrmacht forces. Run supply lines under fire. Push forward depots. Unleash artillery and superweapons. Fight the war you know, while you still can.
An old-school WW2 base-builder RTS in the spirit of the genre's golden age. Big bases. Asymmetric factions. Superweapons. Logistics with teeth. Launching in Early Access.
In the spring of 1945, the Reich is breaking apart above the ground and burying itself below it. What goes underground is not just men. It is doctrine. It is research. It is a promise made in rooms the Allied advance will never reach in time.
That promise will be kept.
Until then, there is still a war to finish. Yours.
Run Supply, Or Run Through It
No second resource. One you have to run. Supply trucks roll from your base, hauling everything you need to build and fight. Every convoy is exposed the moment it leaves cover. Every ambush is a real setback, not a rounding error.
Field Depots — forward supply hubs. Pick one role: offense aura, defense aura, or mobility aura. Defenses, turrets, and emplacements can only be built within reach of one, and they pull ammo from its reserves. A frontline depot is only as strong as the convoys keeping it supplied.
Static defenses are not free standing. Bunkers, anti-tank guns, and emplacements burn ammo magazine by magazine, drawn from whichever depot they sit by. Cut the convoys and the rounds run out. Concrete without resupply is just a monument.
Heavy Reinforcement Convoys. US heavy armor (Pershing, Turtle, T30) arrives from off-map road routes anchored to capturable Nodes. Pick a safe route ending near your base for zero risk, or a forward route delivering them straight into the contested midmap as timed reinforcement. Convoys are invisible unless scouted. How exposed they are is your call.
Defend or blitz — both win matches. A well-placed defense, with depots on key terrain and supply lines committed to the ground you took, can break an attacker who misread the geometry. A well-timed push, with the right superpowers in the right window and the forces stacked behind them, can decide a match before logistics even register. Calculated risks make up the battlefield. The wrong call at the wrong moment leaves you exposed; the right call at the right moment ends it.
What You're Getting
A classic WW2 base-builder RTS. Big bases you actually build. Faster pacing than the tactical sims. Asymmetric factions where the choice between flexibility and commitment is a real strategic decision
Rifles do not crack tanks here. Bazookas do, but bazookas get run over without cover. Rear armor matters, cover matters, the matchups have real math
Heavy USA tanks arrive by Heavy Reinforcement Convoy from off-map. Pick a safe route ending near your base, or a forward route that brings them straight into the fight as timed reinforcement
Supply lines run to the front under fire. Field Depots pick one role and project it onto everything nearby: an offense aura, a defense aura, or a mobility aura. Defenses must be built near a depot and draw ammo from its reserves. Lose a depot's convoys and everything tied to it dries up
Procedurally generated maps across 5 biomes: desert, forest, plains, snow, arctic. Find a layout you love? Send the seed. Your friend plays the exact same map. No Workshop needed, just a number
Three handcrafted Operations, plus Capture-the-Facility — a competitive mode where capturable structures grant the holder a match-deciding weapon: V2 barrages, atomic strikes, or near-total map vision
Deterministic lockstep multiplayer with ranked ladders, AI-takeover on disconnect, push-to-talk voice, and replays you can scrub, share, and cast with a per-player observer overlay
A solo-dev game that ships fixes you asked for, in the next patch
A war the Allies thought they had finished. Until it came home
Escalation, Not Attrition
Matches start with rifles and half-tracks. They end with artillery barrages, heavy armor, and V2 rockets falling on positions that felt safe a minute ago. The US researches what it needs. Germany commits to a doctrine. Two different relationships with the tech tree, by design. Call in paradrops, scout sweeps, strafing runs, artillery, and emergency repairs to break a stalemate, and watch them backfire if you mistime the window. Turtling has a cost. The player who keeps pushing has the advantage.
Cover, Armor, Angle
Rifles do not crack tanks. Tanks crack tanks. Bazookas crack tanks too. And bazookas get run over if they do not take cover before the armor reaches them. Hit a tank in the rear and the math changes hard. Hit it head on and it grinds you down. Machine guns hold a chokepoint until something flanks them or rolls over them.
Engagements move faster than the tactical sims, but the matchups still matter. You can win a fight with the wrong unit in the right spot, and you can lose one with the right unit in the wrong spot. Find the angle. Commit. Or commit to the chokepoint and make them come to you.
Territory That Matters
Supply Nodes across the map grant one of three advantages. Economic nodes feed your income. Population nodes raise your army cap. Vision nodes reveal the g
No reviews yet. Be the first to share your thoughts!
Write a ReviewNo discussions yet. Be the first to start a conversation!