The game
One hex. Six approaches.
Every base is the same shape, so every attack is a real decision about which side to come from. You start owning exactly one of them, and the Command Center sits out in the open on a plot in that wedge — no safe middle to hide in until level six.
A steel yard, a fuel tank, barracks, a workshop, one machine-gun nest and a stretch of wall. That is the whole war at level one, and it is enough to lose.

Unlock a side per level
Levels one to six open a new section clockwise, and each one brings a new option: light tank, main battle tank, attack helicopter, airstrike, strike fighter.
Losses are real
Casualties stay dead for the rest of the fight. Afterwards you repair for a fraction of what training cost — the punishment is time, not a wiped roster.
Nothing is decided on your machine
Costs, timers, loot and battle results are the server's call. There is no client to edit and no balance you can talk your way around.
Run it from a browser tab
Upgrades, training and repairs work from the command center at work. You open the game when you want to actually fight.

A session
Twenty minutes, start to finish
Spend the clocks
Queue an upgrade, start training. Timers live on the server, so they keep running whether you are in a browser, on Steam, or on your phone.
Pick a fight your size
Search PvE, PvP in your power band, or an Alliance War node. HQ can start the raid; the fight itself runs in Unity. No world map to trawl.
Bank it and repair
Stars, loot and experience land in a ledger you can read. Seventy percent of your stockpile is vaulted, so one bad night never empties you out.
Now
Where the build actually is
This is a playable greybox with a real server, not a finished look. Combat, economy, and alliances already run on the API. The browser Unity drop is not published yet, and the South hex still uses labelled primitives until these meshes are cleaned and wired.
Live on the site
Sign-in, HQ (resources, upgrades, train, repair, ledger, raid launch), alliance hive and wars, battle history, staff admin, and service status.
Live on the server
Authoritative PvE, PvP (shields, skips, vault loot), and Alliance War scoring. The dedicated battle host ticks the fight; clients never submit HP or winners.
In the Unity client
Greybox hex plus a real fight loop: frame the arena, select, move, attack, repair, reconnect, after-action report. Editor play is HTTP; live snapshots need a WebGL drop.
Next
Remaining South buildings (steel yard, fuel tank, barracks, workshop), Blender decimate, swap cubes for meshes, publish WebGL to /play. Store and chat are not open.
South training kit
Level-one look, in progress
These are the locked silhouettes for the first fight. Source GLBs exist; they are not the in-game models yet (too heavy, not scaled). Steel yard through workshop still to generate.






Platforms
One account, several doors
The same server rules every client. Fights happen in Unity; HQ, alliance, and the ledger run from a plain browser tab. Chat is not open yet.
- BrowserPlay on warbh.com, no installWebGL drop pending
- SteamWindows firstIn development
- Android & iOSSame base, same warIn development
- HeadquartersUpgrade, train, repair, start raidsLive
- AllianceHive, treasury, 24-hour warsLive
- StoreNo checkout until receipts existNot open
Built in the open
We are not going to pretend it is finished
Accounts, HQ, alliances, and an auditable ledger are running. The battle service already hosts PvE, PvP, and Alliance War. What you are looking at in Unity is still a labelled greybox: South kit art is generated, not yet in the playable client, and /play waits on a WebGL publish.
