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.
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.
Four powers
Pick a side.
Any side.
Each power has its own 13-mission campaign, its own theater, its own doctrine and its own commanders. Play them in any order. They all end up in the same place.




United States
Empty Quiver · 13 missionsNetworked, air- and space-dominant, expeditionary. Sees everything, which makes it the easiest to blind.
Meet the commanders →



European Union
Dead Hand of Europe · 13 missionsCoalition, cautious, casualty-averse. Says ‘consistent with’ while everyone else says ‘confirmed’.
Meet the commanders →



Russia
Maskirovka · 13 missionsAttritional, EW-heavy, fluent in deception. Hardest to fool, until the fog is not its own.
Meet the commanders →



China
Tianji · 13 missionsSystems-of-systems, naval and space-centric, tight control of the information space.
Meet the commanders →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.
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.
Systems depth
Beyond the
genre baseline.
| System | Hostile Act | Genre baseline |
|---|---|---|
| Unit domains | Land, air, sea (157 units) | Land, air, sea (a few dozen units) |
| Weapons | Primary and secondary per unit, switchable per attack, shared definitions | One fixed attack profile per unit |
| Fog of war | Dynamic and unit-induced: EW masking, radar, sonar, diving subs | Static vision radius, where fog exists at all |
| Hazard tiles | Burning, radioactive and chemical, mechanically distinct | Not present |
| Civilians | Casualty penalties, panic and flight, TV-station herding | Not present |
| Commander powers | 14 specials on a cell economy fed by combat and captures | A power meter fed by combat only |
| Heroes | Rank 1→6 progression, persistent across missions, rolled mods | Fixed commander, no progression |
| Story structure | Four any-order campaigns, one shared finale, one bonus campaign | Fixed linear campaign |
| Presentation | Sprite strategic map with procedural 3D battle cutscenes | Sprite-only |
| Extended mechanics | Decoys, phantom blips, loitering munitions, tunnelling, point defence, volley fire and more | Not present |
Genre baseline refers to the classic handheld-era turn-based tactics template. Comparisons are general, not a review of any single title.
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.
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.
