// Combat model · live · v0.3.7

BUILD AN ARMY.
RAID REAL PLAYERS.
DEFEND WHILE YOU SLEEP.

A slow-burn strategy game in the Breachlands. You train a force, send it out, fight it round-by-round, and haul the loot home. Then someone rolls up on you — and your base fights back without you.

  • 4phases · one loop
  • 0pay-to-win mechanics
  • weekends, allegedly
// Core loop · cycling
// The loop · four phases

ONE LOOP. NO OFF SWITCH.

Every phase feeds the next. You're never done — you're between raids.

01

TRAIN

// build the force

"Cheap fodder or a few killers. Your call. Both have a way to die."

Barracks queueTraining · 02:14
Your ratingELO 1,840
Upkeep-240 CR / cycle
02

RAID

// take their stuff

"You hit 'em clean. Took their stuff, walked away. Good night's work."

Target@grey-harbour · ELO 1,795
Win probability81% win probability
Projected haul+1,800 CR
03

DEFEND

// hold while offline

"Someone's rolling up on you. Better be home — or hope the walls hold."

Garrison8 units · 2 turrets
Hold chance73% hold
Vault at risk12,480 CR
04

RETALIATE

// settle the score

"They hit you and left an address. Rude not to call back."

Revenge windowOpen · 11:38
Last aggressor@ash-coil · -640 CR
Counter-odds67% win probability
// Anatomy of a raid · 3 stages

A RAID IS A JOURNEY, NOT A CLICK

Pick a force. It travels. It fights, round by round. It comes home heavy — or it doesn't come home.

  1. 01 · DEPARTForce in transit · ETA 02:14
  2. 02 · ENGAGERound-by-round · fight to wipe
  3. 03 · HAUL HOME+1,800 CR · returning
// Combat log · raid 4471ATTACKER WON
YOU81%
THEM19%
  • R1Your vanguard hits their line · 6 downadvantage you
  • R2They rally and push back · 3 of yours lost-3
  • R3You press the line · it bucklesbreakthrough
  • R4Garrison routed · vault exposedcleared
  • ENDLoot secured · force returning+1,800 CR
Losses3 units
Duration4 rounds
Net+1,560 CR

// Asymmetry · matched on skill

No faction wins by being biggest.

Each faction is strong into some fights and soft in others — the Concord holds steady but tops out low, the Adamant out-classes yet folds to attrition, the Myriad drowns you but breaks on focused power. Your faction is a playstyle, not a power level.

YOU · ELO 1,840TARGET · ELO 1,795· FAIR MATCH

You climb on skill — paired fair by ELO against players near your rating. Cosmetic-only. No pay-to-win.

// While you were out · auto-defence

YOUR BASE FIGHTS WITHOUT YOU

Log off and the walls don't. Your garrison answers the door. You wake up to a report — and an open score to settle.

// Defence report · while offline07:41 · last night
HELD · 2 OF 3 REPELLED
  • 02:18@ash-coil hit your east wallbreached · -640 CR
  • 04:02@grey-harbour probed the vaultrepelled
  • 05:55Unknown skirmish forcerepelled
Vault before13,120 CR
Vault after12,480 CR
Garrison lost2 units
// Three factions · pick a side

EVERY SURVIVOR PICKS A SIDE

The Breach fused worlds together. What's left of each is a faction — and a different way to win.

CONCORD"Order, by any means."

Balanced baseline · the government line

STABILITYBattles roll with reduced variance. Fewer upsets, fewer miracles.
ADAMANT"Few. Lethal. Unstoppable."

Few · elite · irreplaceable

ELITE MULTIPLIERSmall armies punch above headcount. Lose one and it hurts.
MYRIAD"You can't kill all of us."

Cheap · numberless · relentless

SWARMWins attrition. Throw bodies until the line breaks.

// transmission ends · your move

The clock is running.
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