FLANKED
The game

One soldier. One squad. One moving front.

FLANKED combines direct top-down combat with the structure of a larger tactical battle. A match runs roughly 40 to 60 minutes and the front rarely sits still for long.

01

Direct combat

You aim, you move, you take the shot. Everything else in the battle is built around that.

  • Top-down aiming with projectile-based gunfire — bullets travel and can be blocked.
  • Walk, run, crouch, go prone and traverse low obstacles.
  • Recoil and dispersion react to your posture and movement.
  • Magazines and reserve ammunition, with reloads that cost you time.
  • Grenades, cover, soldier collision and local ragdoll corpses.
  • Death and respawn through the deployment system. Controls are configurable.
02

Conquest

A ticket-based battle over an objective chain that advances across the map.

  • Each faction burns tickets. Losing ground bleeds them faster.
  • Objectives must be neutralized before they can be captured.
  • Capture order is defined per faction, so the frontline progresses in stages.
  • Several objectives can be active at the same stage, opening parallel attack routes.
  • Deploy from main bases or from objectives your side controls.
  • A strategic map shows the whole front, not just your corner of it.
03

Squads

Squads are persistent, mixed and led — by a player or by the AI.

  • Create, join and leave squads during a match.
  • Squads mix human players and AI soldiers.
  • Squad leadership can transfer between human players and bots.
  • Squad leaders place attack, defend and move orders directly from the map.
  • Orders are read by AI squadmates and by the rest of the squad alike.
04

Tactical AI

Bots are not set dressing. They run inside the same simulation you do.

  • Same combat, collision and damage rules as players.
  • Command AI to Squad AI to Unit AI — macro orders flow down the hierarchy.
  • Bots navigate, engage, use cover and react to threats.
  • Nearby bullets and impacts suppress them, changing their behaviour.
  • They crouch, go prone, seek cover or retreat when the position turns bad.
05

Dynamic battlefield

The ground is part of the simulation, not a backdrop.

  • Heightmap terrain with painted textures, foliage and placed objects.
  • Configurable dynamic lighting with a hybrid static and dynamic shadow system.
  • Grenade explosions deform the actual gameplay terrain.
  • Deformation updates collision, projectile interaction and AI navigation.
  • Explosions strip foliage; damaged ground keeps a visual scar for the match.
Planned — not in the current build

What's next

These layers are being designed and built. None of them are playable today, and the order may change.

FOBs

Forward operating bases as a real position on the map.

Logistics

Supply chains that keep a push alive.

Resources

Ammunition, fuel and the resource layer behind them.

Vehicles

Brought into the fight through bases and resources.

Human command

A higher-level battlefield control layer for players.

Building destruction

Richer battlefield destruction beyond terrain.

Questions

FAQ

Straight answers. Where we don't know yet, we say so instead of promising.

What is FLANKED?

A top-down tactical multiplayer war game built around direct combat, squads and a moving objective-based frontline.

Is FLANKED an RTS?

Not primarily. You directly control a soldier. Squad leadership and higher-level tactical systems add command layers around that direct combat.

Can I play with bots?

Yes. AI soldiers are a core part of the current game and operate within the same combat simulation as players.

How many players?

Final server sizes are still being tested and will be announced when we're confident in the target.

Is it only modern warfare?

The first FLANKED content is modern warfare. Atlas, the technology underneath it, is being built to support different content and rule sets later.

Is the game finished?

No. FLANKED is in active development.

When will it release?

We'll announce timing when the game is ready for a meaningful public release target.

Will there be vehicles, FOBs and logistics?

These systems are part of the planned direction. They are not all playable in the current build.

Will it support modding?

Atlas is internally modular and has a dedicated editor, and our goal is to build the tools that let the community create, experiment and share, in the spirit of Battlefield 2's golden age of modding. Public support and release details are still being finalised, but we're building toward that possibility.

Follow the battle

Steam page coming soon