Terrors of War
About the Game
A base-building RTS with persistent frontlines. Launching in Early Access.
In the spring of 1945, the Reich is breaking apart above the ground and burying itself below it. What is being buried is not men. It is doctrine. It is research. It is a promise made in rooms the Allied advance will never reach in time.
That promise will be kept.
Until then, there is still a war to finish. Yours.
Supply Lines Are The Battlefield
You do not farm a second resource. You run one. Trucks roll from your base to Supply Caches on the map, carrying everything you need to build and fight. Every convoy is exposed the moment it leaves base. Every ambush is a real setback, not a rounding error.
Field Depots let you plant a pocket of strength wherever the fight is. Every depot commits to one role: offense, defense, or agility. Units in its aura feel the full buff, not a sprinkle of everything. Depots do not produce supply. They spend it while their units are fighting. A quiet sector costs almost nothing. A frontline depot is only as strong as the convoys keeping up with it.
Static defenses draw from the same pool. Bunkers, anti-tank guns, and emplacements burn through their reserves magazine by magazine. Cut their convoys and the rounds run out. Concrete without resupply is just a monument.
Lose the caches near you and the front dries up.
Escalation, Not Attrition
Matches start with rifles and half-tracks. They end with artillery barrages, heavy armor, and V2 rockets falling on positions that felt safe a minute ago. Tech tiers are deliberate, expensive, and meaningful. Turtling has a cost. The player who keeps pushing has the advantage.
Territory That Matters
Supply Nodes across the map grant one of three advantages. Economic nodes feed your income. Population nodes raise your army cap. Vision nodes reveal the ground directly around them. Capturing them forces expansion. Holding them forces commitment. The map is not a backdrop. It is the fight.
The War You Don't Know
A sub-faction within the regime who went underground in the last months of the war. They called themselves Die Schatten. The Shadows. Scientists, fanatics, and those who refused to end the war on the enemy's terms. They took research with them, and a doctrine that treats corpses, wrecks, and ruins as raw material.
They return in 1947. Act II is their war.
At Launch (Early Access)
Two factions, US and Wehrmacht, with their own unit rosters
Skirmish against Lua AI. Pick from a library or swap in your own
Co-op skirmish: team up with a friend against the AI
Steam Workshop support for AI
Three WW2 Operations built for replayability
Every match auto-records as a shareable replay you can play back at any speed
Multiplayer with global leaderboards per mode and per faction
Multiplayer
Matches run on deterministic lockstep. Both players simulate the same battle from the same inputs.
Quick-match drops you into a game, or browse the lobby list and pick your fight. Invite friends through Steam.
Global leaderboards for each mode and each faction. Climb where you actually compete, not in one pooled ranking that hides how you play.
Every match auto-saves as a replay you can play at any speed and share on Discord.
Anti-cheat runs from launch, in layers that are not listed here for a reason.
The Road Ahead
Early Access is where the game grows. More units. More maps. More superweapons beyond the V2. Balance shaped by people actually playing.
Act II is the long horizon. 1947. Die Schatten breaks cover. New faction, new units, new mechanics built around their doctrine of recycling, bioweapons, chemical agents, and anything else their scientists could make work in a lab.
Beyond Act II: Soviet forces join the war. 1947 is not a fight between two sides anymore.
Seasonal leaderboards, community tournaments, and the features that only make sense once a community exists.
Built Alone, Built For Real
Terrors of War is a one-person project. I have been building it for years because the WW2 RTS I wanted to play did not exist. Something in the lineage of the command-heavy RTS I grew up on, deepening the supply system instead of replacing it.
The AI is written in Lua so you can read it, break it, and remake it. The netcode is lockstep. Anti-cheat is active from Day 1, because the first wave of cheaters can kill a community that is still forming.
Your feedback does not go into a suggestion box. It goes into the code, in the next patch. Every system you see on this page came from someone like you asking for it.
Post-launch support continues through Early Access, 1.0, and beyond.
Join the Discord
Share replays. Argue about balance. Send me your best clips. Shape the patch notes.
Available Tables (0)
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