Command by intent
Tell an army to hold a line, advance on an objective or gather in reserve. Its general decides how: a bold one attacks at thin odds, a cautious one masses superiority and waits for supply.
Alpha · free to play
Grand strategy where you give intent, not micro-orders.
Lead a nation through the 1930s and beyond on a world generated anew for every game. Your generals carry out your plans in their own style; your factories, railways and fuel decide how far they get.
Tell an army to hold a line, advance on an objective or gather in reserve. Its general decides how: a bold one attacks at thin odds, a cautious one masses superiority and waits for supply.
Supply flows from hubs along your rail network. It thins out deep in enemy land, jams when too many divisions crowd one state, and stops when you run out of fuel. Encircled armies starve.
Every nation is played by the same rules you are — no cheating AI. They build, recruit, man their borders and go to war with weaker neighbours. Leave the game running and the map redraws itself.
Steel, oil, coal and rubber come from the land you hold. Factories turn them into rifles, guns, trucks and tanks; losing a province costs you what it produced.
Continents, mountains, rivers of borders and two dozen nations are generated from a seed. No fixed history to follow, no real-world baggage.
Everything the game is made of — resources, equipment, units, buildings, eras — is data in content packs. Expansions and mods use the same format and the same tools.
As years pass, your desk changes with them: from a pre-war staff dossier to wartime canvas, a Cold War console and finally a glowing terminal.







Looking up the latest build…
This is an early alpha: expect rough edges and saves that break between versions.