Media

From the battlefield

Captures from the live development build. Slots below name exactly which asset belongs there until the real capture is dropped in.

Gameplay trailer not published yet

Tactical map showing several squads, objectives and commander orders

devlog-commanding-front.png → .jpg / .webp

A live tactical decision with squads, objectives and Move / Attack / Defend orders visible.

tactical map
Tactical situation where terrain and vegetation block the line of sight

devlog-what-you-dont-see.png → .jpg / .webp

A wall, building or vegetation blocks the line of sight, with only an approximate contact or last known position.

tactical map
Forward FOB and squad regrouping near an active frontline objective

devlog-forward-positions.png → .jpg / .webp

A forward FOB or rally point near the front, with a squad deploying or regrouping around an active objective.

tactical map
Early Atlas editor and playable battlefield prototype

devlog-building-foundation.png → .jpg / .webp

The editor and the first playable battlefield together: terrain, buildings, units and gameplay objects visible.

development
Wide battlefield view with roads, buildings, relief and multiple approaches

devlog-map-that-matters.png → .jpg / .webp

A wide view of roads, buildings, relief and cover creating several approaches to an objective.

gameplay
Top-down FLANKED firefight with squads, cover and smoke

hero-frontline-firefight.png → .jpg / .webp

A readable top-down firefight with several units, cover, smoke or muzzle flashes and a clear sense of a front.

gameplay
Soldier fighting from cover in FLANKED

direct-combat.png → .jpg / .webp

Close combat with a moving soldier, identifiable cover, an active weapon and a readable slice of HUD.

gameplay
Panoramic strategic map with objectives, squads, routes and frontline

strategic-map.png → .jpg / .webp

A wide strategic view with objectives, frontline, squads and routes kept near the centre for responsive crops.

tactical map
Squad leader placing an order on the FLANKED tactical map

squad-order.png → .jpg / .webp

A squad leader or player placing an order on the tactical map without filling the scene with icons.

tactical map
AI squad moving between cover during an engagement

ai-squad-engagement.png → .jpg / .webp

An AI squad moving, taking cover, regrouping or reacting to fire rather than standing in a line.

gameplay
Squad advancing between cover under pressure

squad-advance.png → .jpg / .webp

A squad crossing between two positions of cover, ideally under pressure or across exposed ground.

gameplay
FLANKED editor showing terrain, relief, buildings and gameplay objects

flanked-editor-terrain.png → .jpg / .webp

Relief, terrain painting, buildings, vegetation and gameplay objects visible without the editor UI hiding the scene.

atlas editor
Reusable Atlas blueprint and animation graph

blueprint-animation-graph.png → .jpg / .webp

A clean reusable content definition or animation graph with enough structure to understand the tool.

atlas editor
Several AI squads running inside the authoritative simulation

ai-simulation.png → .jpg / .webp

Several AI squads navigating, regrouping, pursuing objectives or engaging, with only light debug information.

development
FLANKED terrain with readable lighting, shadows and relief

lighting-shadow.png → .jpg / .webp

Lighting, shadows and relief supporting terrain readability rather than serving only as a technical showcase.

development

terrain-deformation-before-after.png → .jpg / .webp

Optional companion image showing a real crater or terrain change before and after an explosion.

development

terrain-deformation.png → .jpg / .webp

An 8–15 second H.264 clip at 30 or 60 FPS showing a grenade changing the actual terrain.

gameplay

Press

Press and content creators are welcome to use the material on this page. A dedicated press contact and asset pack will be published closer to release.