The game

One soldier. One squad. One moving front.

FLANKED combines direct top-down combat with the structure of a larger tactical battle. Pick your fight: a quick Skirmish, a standard Conquest push, or an Operations campaign that runs for hours. The front rarely sits still for long.

Ways to fight

Three modes. One battlefield.

Pick the scale of the fight you want. Every mode runs on the same combat, squads and command layer — only the size of the front and the stakes change.

Skirmish

A fast, contained fight

Players
8–16 players
Match length
15–20 min

Fewer flags, tighter map, no downtime. Get into a fight and stay in it.

  • A single, focused front line
  • Fast redeploys after every death
  • Best for a quick squad clash
Flagship mode

Conquest

The core FLANKED experience

Players
24–40 players
Match length
45–60 min

Tickets, bleed, staged captures and a front that never quite settles.

  • Configurable front order across multiple flags
  • FOBs, rallypoints and a Commander running the bigger picture
  • The mode this game is built around

Operations

A campaign in a single match

Players
40+ players
Match length
3–4 hours

Linked sectors, resources and a breakthrough fight for teams built to go long.

  • Command Sectors and Operational Objectives
  • Reinforcement, ammunition, construction and fuel to manage
  • Won by breakthrough or attrition, not a single flag

Player counts are current estimates from the development build; match length targets are set per mode.

01

Make every shot matter

You get the angle, control your breathing and pull the trigger. The rest is consequence.

  • Bullets travel, ricochet off nothing and stop on real cover.
  • Move how the fight demands: sprint, crouch, go prone or get over the wall.
  • Recoil, spread, magazines and reloads make panic expensive.
  • Frag and smoke grenades open a window — or close one fast.
  • When you go down, your squad has to hold the line without you.
Soldier fighting from cover in FLANKED
02

Take it. Then hold it.

Conquest is a moving fight for ground. One flag opens the road to the next. Skirmish keeps it tight, Operations stretches it into a territorial grind over sectors and supply.

  • Lose ground and the pressure grows. Tickets do not wait for a comeback.
  • Break the enemy hold, neutralize the flag, then take it for your side.
  • The front can split into several routes — a distraction can become the winning push.
  • Choose your spawn point on the deployment screen, then deploy from a Main Base, FOB or rallypoint.
  • Operations adds sectors, resources and a breakthrough fight for teams that want the bigger picture.
  • The map shows the front; it does not hand you every enemy position.
Panoramic strategic map with objectives, squads, routes and frontline
03

Your squad is your way forward

Create a squad, join one, lock it or leave it — choose a role and make a position worth spawning on.

  • Human players and AI soldiers fight in the same squad.
  • Leaders set the objective, mark the threat and ask for what the squad needs.
  • FOBs, rallypoints and fortifications turn a good position into a real foothold.
  • Leadership can move between players and bots; the squad keeps moving.
  • Invite a friend in, lock the squad out, or hand off command — leadership succession keeps a squad alive after its leader falls.
  • Roles and kit limits make the squad composition count.
Squad leader placing an order on the FLANKED tactical map
04

No target dummies

Bots read the same fight you do: fire, cover, smoke, danger and a route that just disappeared.

  • They take damage, find cover and suffer suppression under fire.
  • Command intent passes to squads, then to the soldiers carrying it out.
  • They flank, regroup, reroute and get out of a bad position.
  • The same rules apply to the people beside you and the bots ahead of you.
AI squad moving between cover during an engagement
05

Move the whole front

The Commander sees the bigger problem: where to commit, what to defend and who needs a hand.

  • Send squads to move, attack, defend, build or bring supplies forward.
  • Ask a leader for a FOB, a rallypoint or a stronger defensive line.
  • Track flags, forward positions, squads and active orders on one map.
  • Information is earned by your team, not granted because you opened the map.
Tactical map showing several squads, objectives and commander orders
06

Fight the ground you have

The terrain is not scenery. It decides your route, your cover and where the next engagement starts.

  • Foliage, roads, water, slopes and structures change how you approach an objective.
  • Grenades can tear up the terrain and strip away the cover around them.
  • A changed patch of ground changes movement, fire and the routes a squad can use.
  • The result stays with the match — the next team has to play around it.
Still being sharpened

What's next

These are the parts of FLANKED we are pushing further now. They are already taking shape, but not ready for a victory lap.

Tactical icon flow

Team-private markers, Commander proposals and squad-leader requests are being refined.

Stronger logistics

FOB, rallypoint and supply decisions are being validated in longer matches.

Navigation

Pathfinding and natural squad placement are being hardened across new terrain.

Balance and feedback

Tickets, suppression, damage, HUD and RTS readability continue to be tuned.

Vehicles

A future layer supported by resources and bases.

Building destruction

Richer battlefield destruction beyond terrain deformation.

Questions

FAQ

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

What is FLANKED?

A top-down tactical war game about taking ground with a squad, holding it under pressure and making the next push possible.

Is FLANKED an RTS?

No. You fight as a soldier first. Squad leaders and the Commander use the map to make the bigger calls around that fight.

Can I play with bots?

Yes. Bots are part of the squad, not background extras. They fight, take cover, regroup and follow the same rules as players.

Is Conquest the only mode?

No. Conquest is the flagship fight over flags and tickets, but Skirmish and the territorial, resource-driven Operations are both playable in the current build.

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.

Are FOBs and logistics in the game?

Yes. FOBs, rallypoints, fortifications, construction and supply orders are in the current build. We are still tuning how they feel across longer matches. Vehicles come later.

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