SOLO & MULTIPLAYER · TURN-BASED STRATEGY

Pixel’s War

Lead your army to victory. Capture cities, build your forces and outsmart the AI or a friend.

Choose your battlefield

Neighbor Trouble

Capture key buildings, grow your income and build a balanced army.

Start game →

Not the Shoes!

Keep your boots dry. Two narrow grass crossings connect the banks of this small river battlefield.

Start game →

A Little Stroll

Cross a wider battlefield where every move and every unit matters.

Start game →

Meet in the Middle

Meet in the middle along a long road and capture the buildings on either side.

Start game →

Room, Please

Push through a narrow corridor and contest its two airports.

Start game →

The Scenic Route

Cross uneven passes and control a winding road through the valley.

Start game →

Are We There Yet?

Manage a wide front where distant objectives reward careful planning.

Start game →

Keep Your Feet Dry

Advance between two flooded basins through three narrow land passages.

Start game →

After You

Take control of the central crossroads and the buildings along its four approaches.

Start game →

Right of Way

Follow a winding road and capture the buildings on either side.

Start game →

Which Way Across?

A bend in the river separates two armies. Guard the narrow grass crossings and choose where to push across.

Start game →

Watch the Puddles

Lead 11 units per side through flooded passes. Hold the crossings and cover the skies.

Start game →

Nice View Up Here

Deploy 11 units per side along a broad ridge. Seize high ground and guard your flanks.

Start game →

The Other Bank

Command 11 units per side across a vast estuary. Split your forces and control both banks.

Start game →

How to play

Face the AI or play against a friend, online or on the same device. Move your units, attack and capture buildings.

Infantry captures buildings. Cities and oil fields provide income, hospitals heal, and production buildings create units. Destroy all opposing units to win.

On PC, use the arrow keys or your chosen WASD/ZQSD layout to move, Enter to confirm, Escape to cancel and Space to capture.

On mobile, tap a unit, then a highlighted cell to move or an enemy within range to attack. Use the action buttons to confirm, cancel, capture or end your turn. Swipe the map or use the minimap to explore the battlefield.

Your army

Infantry

The only unit type that can capture and secure buildings.

Infantry

Infantry

Cost
200$
Health
100
Movement
5
Attacks
2
Attack
40
Defense
10
Range
1–1

Captures and secures buildings.

Rocket

Rocket

Cost
400$
Health
100
Movement
4
Attacks
1
Attack
40
Defense
10
Range
1–1

Captures buildings. Strong against vehicles.

Sniper

Sniper

Cost
500$
Health
100
Movement
4
Attacks
1
Attack
60
Defense
10
Range
2–3

Strong against infantry. Cannot fire at close range.

Vehicles

Specialized and durable ground units.

Jeep

Jeep

Cost
600$
Health
125
Movement
8
Attacks
2
Attack
50
Defense
20
Range
1–1

Fast vehicle. Strong against infantry.

Artillery

Artillery

Cost
1600$
Health
120
Movement
4
Attacks
1
Attack
60
Defense
30
Range
3–4

Long-range support. Effective against infantry and vehicles.

Tank

Tank

Cost
1200$
Health
180
Movement
6
Attacks
2
Attack
70
Defense
40
Range
1–1

Armored unit for direct combat.

Anti-air

Anti-air

Cost
1000$
Health
120
Movement
6
Attacks
2
Attack
70
Defense
30
Range
1–2

Air defense. Cannot attack ground units.

Flying units

Flying units cross every terrain at the same cost.

Helicopter

Helicopter

Cost
1800$
Health
110
Movement
8
Attacks
1
Attack
65
Defense
15
Range
1–1

Fast flying unit. Strong against infantry.

Plane

Plane

Cost
3000$
Health
120
Movement
10
Attacks
1
Attack
80
Defense
25
Range
1–1

Powerful flying unit. Strong against helicopters.

Terrain

Ground

Road

Movement
1
Defense
0

The quickest route, with nowhere to hide.

Grass

Movement
2
Defense
0

Good old grass. Cheap, open and dependable.

Forest

Movement
3
Defense
30

A slow stroll with solid cover.

Mountain

Movement
4
Defense
50
Range bonus for ranged ground units
+1

Good cover. Ranged ground units can reach one extra cell from this elevated position.

Waterways

Water

Movement
2
Defense
0

Water is life. Only ships and flying units can cross it.

Buildings

City

Movement
2
Defense
40

Makes 200$ each turn. War is expensive.

Oil field

Movement
2
Defense
40

Earns 300$ at the start of each turn you own it. Black gold, bright prospects.

Hospital

Movement
2
Defense
40

Restores 50 health per turn. Better to die here than out in the wilderness.

Army base

Movement
2
Defense
40

This is where ground units can be trained or built.

Airport

Movement
2
Defense
40

Builds flying units. Please mind the propellers.