Modern Military Turn based Tactics

HostileAct

Four nuclear powers are jocking for control of the world. Conquest Mode, Campaigns and Skirmishes await your command. Online multiplayer and AI skirmishes put your tactics to the test.

Choose your powerUnited States flagUSEuropean Union flagEURussia flagRUChina flagCN
157Units
60Weapons
14Commander specials
4Campaigns, any order
53Terrain & structures
hostile actnoun · rules of engagement

An attack or other use of force against a nation’s forces that justifies a response. In this game, every hostile act has a signature, and no signature can be trusted.

What you are commanding

Turn-based tactics bones.
Modern warfare.

Turn-based, grid-based, readable at a glance, and then it gets deeper. Fog, hazards, civilians, logistics and a command system that rewards the player who reads the battlefield, not just the one who counts the tanks.

Fog that fights back

Units induce fog. EW Jammers mask whole formations, submarines vanish unless a sonar-equipped unit finds them, and phantom blips send the enemy chasing ghosts. It cuts both ways, for you and for the AI.

Two weapons, one decision

Every unit carries a primary and a secondary weapon from a shared pool. Switch per attack: HE for the helicopter, AP for the tank, the 30mm or the missile. Each unit has a damage profile against ten armor classes.

Command cells, fourteen specials

Damage and captured tiles charge your cells; your commander's rank sets how many you hold; each cell stretches a special by a turn. Orbital kinetic strikes, EMPs, ASAT, GPS jamming, uprisings, a suborbital ion cannon.

Heroes that follow you

Your commander persists between missions. Infantry rank up from 1 to 5 in combat and become heroes at rank 6 with rolled stat mods, a hero flag and an aura that buffs the squad around them.

Ground that bites back

Burning, radioactive and chemical tiles are separate mechanics. Radiation lasts the whole mission and kills any infantry without NBC protection. Scout it with CBRN Recon, or take the long way round.

Civilians are part of the map

They never fight back, and they are never free. Casualties cost rank and funds and can fail the mission. An enemy-held TV Station will panic a city and herd the crowd straight into your lanes.

Infrastructure that turns

Mid-mission, a building you captured can flip. You still hold it, your units can still stand on it, but everything produced there belongs to the other side. You hold it. You just can't trust it.

Cutscenes built from the battle

No pre-rendered scenes. Each cinematic is generated from the mission's weather, the time of day and the tile the moment happens on, so no two engagements look alike.

Systems that keep growing

Volley fire that splits a magazine across six targets, AEGIS umbrellas, tunnel borers, drop pods, sling-load Carryalls, fixed turrets, flashbangs that flush civilians out of buildings, and cluster munitions that spread their damage across a tile and its neighbours.

Logistics with consequences

Fuel, ammo, supply, carrier ops, paradrops, weighted cargo, wreck recovery and a power grid that browns out your factories. Armies live and die by what reaches them.

InfantryMechMotorbikeAnti-Tank TroopsParatroopersMedicFrogmanMarinesSpecial ForcesConscriptsMilitiaSniperMANPADS TeamFlame TroopsK9 UnitNBC InfantryMecha InfantryCiviliansReconFlare VehicleTechnicalAPCWheeled IFVIFVSupply TruckUnmanned Ground VehicleUnmanned Supply VehicleARCVABVMinelayerFARP BuilderDrone NetEW JammerMobile RadarVBIEDTankLight TankRipper TankHeavy TankWar TankNeotankMegatankSpider TankMecha TankAmphibious TankAirborne TankAAVPiperunnerArtilleryRocketsAnti-AirAAA GunMissile LauncherAnti-Air MissileHeavy SAMAnti-Ship Missile LauncherAT GunLaser DefenderSRBM LauncherFortificationBattle CopterTransport CopterLight HelicopterASW HelicopterTilt Rotor DroneTilt Rotor TransportDusterFighterAttack FighterBomberStealth FighterMultirole Stealth FighterStealth BomberCarrier FighterGunshipTransport PlaneTankerAWACSMaritime PatrolLoyal WingmanFPV DroneQuad DroneStealth DroneGlobal HawkPredatorCruise MissileCivilian PlaneLanderHovercraftTug BoatMissile BoatCorvetteStealth BoatDestroyerAir Defence FrigateCruiserBattleshipAircraft CarrierSub CarrierSubmarineMidget SubmarineUnmanned SubmarineBallistic Missile SubmarineResupply ShipUSV DroneSea MinelayerSonobuoyCombat DolphinCivilian ShipOil TankerCargo ShipCivilian TrainMilitary TrainArmored TrainPower GeneratorHypersonic GliderStealth TransportStealth HelicopterBattlecruiserDreadnoughtStealth TankMissile TankRobotic Pack MuleCBRN ReconTunnel BorerEW AttackSpy BalloonMegacannonHeavy Mortar CarrierOfficerRemote MG TurretMissile TurretMissile + MG TurretRadar / EW Jammer TurretCarryallMilitant InfantryTechnical TransportHeavy TechnicalIndirect TechnicalRed Raven OperatorMRAPRed Raven GunshipCIWSCivilian CarZodiac BoatDrop PodIcebreakerAirborne Laser

Campaign structure

Four routes.
One destination.

Every campaign is self-contained, runs through five acts, and finishes at the same frozen island. Whichever you play last decides who you are when you arrive. Finish the war and something else unlocks.

EMPTY QUIVERUNITED STATES · 13 MISSIONSDEAD HAND OF EUROPEEUROPEAN UNION · 13 MISSIONSMASKIROVKARUSSIA · 13 MISSIONSTIANJICHINA · 13 MISSIONSTHE WAREHOUSESVALBARD · 4 MISSIONSOPTIMIZERBONUS · LOCKED

Every mission, every difficulty spike →

Dialog that remembers

Briefings written
for your war.

Mission dialog is generated by a local small language models guided by each character's voice rules, their arc stage and what has already happened in your campaign. Dialog fires on real state changes, a unit first seen, a property lost, a threshold of civilian deaths, a special used, never on a turn timer.

Debriefs and in-game news run on a small local model on your own machine: no API key, no network calls.

Briefing generatorUS-01 · first contact
> LOADING INPUTS
CHARACTER ....... COL. A. REYES
ARC STAGE ....... 1 / 5 (trusts the data)
VOICE RULES ..... CLIPPED · DRY · NO METAPHOR
HISTORY ......... NONE (MISSION 1)
TRIGGER ......... IFF_DROP TRK-0447 140MS
> GENERATING LINE
“If it’s not on the link, it’s not real. …That used to be a comfort.”
Each commander has a flaw, an arc and a list of things they would never say. The model writes inside those walls.

Systems depth

Beyond the
genre baseline.

SystemHostile ActGenre baseline
Unit domainsLand, air, sea (157 units)Land, air, sea (a few dozen units)
WeaponsPrimary and secondary per unit, switchable per attack, shared definitionsOne fixed attack profile per unit
Fog of warDynamic and unit-induced: EW masking, radar, sonar, diving subsStatic vision radius, where fog exists at all
Hazard tilesBurning, radioactive and chemical, mechanically distinctNot present
CiviliansCasualty penalties, panic and flight, TV-station herdingNot present
Commander powers14 specials on a cell economy fed by combat and capturesA power meter fed by combat only
HeroesRank 1→6 progression, persistent across missions, rolled modsFixed commander, no progression
Story structureFour any-order campaigns, one shared finale, one bonus campaignFixed linear campaign
PresentationSprite strategic map with procedural 3D battle cutscenesSprite-only
Extended mechanicsDecoys, phantom blips, loitering munitions, tunnelling, point defence, volley fire and moreNot present

Genre baseline refers to the classic handheld-era turn-based tactics template. Comparisons are general, not a review of any single title.

CLASSIFIED

There is more to this war than the briefing says.

The full story, the commanders' arcs and the truth behind the strikes are kept off the public pages. Flip the switch and the whole site opens up. Spoilers for the entire campaign.

Read the briefing

Questions

Briefing room

Which platform and what model?

Windows PC, MAC, Linux, check the requirements on the steam page or before, premium. One purchase, no in-game monetization.

In what order should I play the campaigns?

Any order. Each is self-contained and teaches its own set of systems; all four converge on the same finale. Finishing every campaign unlocks a bonus campaign.

Is the game AI-generated?

Yes. The game is made with AI, mixed with custom made, and paid assets, the Late Nite Studios is a long time solo-developer, and fully supports artists and is artist himself. Mission dialog, briefings, debriefs and news are produced by a OPTIONAL small language models that can be installed with the game. The player does not need to install the model to play the game. Debriefs, dialog choices, and news are generated locally on your machine at runtime, with no API key and no network call required. Click here for more information about installing the model.

Is the game moddable?

Yes, The game is built to be data-driven: the roster, weapons, terrain and damage tables are plain data files, and abilities are tags on a unit, so units can be changed without touching code. The game ships with a mission and battle map editor that you can use to customize maps that you play in skirmish and conquest modes.

Is this real?

Yes the game is real and playable. Is the setting based on real-world military hardware and nations? It is a fictional war with fictional organisations. Real countries and real classes of hardware appear only as the setting.

Specs

The game is optimized for RTX 3000 series GPUs and modern multi-core CPUs. Minimum requirements may vary, check the Steam page for details. Recommended specs may be higher for the best experience with procedural 3D battle cutscenes.
Minimum: RTX 3000 series GPU, 8-core CPU, 16GB RAM, 8GB storage.
Recommended: RTX 4000 series GPU, 12-core CPU, 32GB RAM, 8GB storage.

Is there voice chat?

Yes, the game supports voice chat for multiplayer modes. Players can communicate with each other using in-game voice channels. The feature is optional and can be muted or disabled in the settings.

Can I play this online?

Yes, the game supports online multiplayer modes. Players can join matches over the internet via Steam, matchmaking, invite friends, LAN, or online up to 4 players P2P in battle modes. The feature is optional, and single-player campaigns can be played entirely offline.