Pre-alpha · In development No download · No account

Battalion-scale war, in a browser tab

Command a mechanized company across up to two kilometres of real terrain. Suppression, true line of sight and finite ammunition decide the fight — not click speed.

Runs in Chrome, Edge & Firefox

  • 10–30 units a side — a company, not an army
  • 2 × 1.5 km of real ground
  • No base building, no worker micro
01 — Tactical DNA

Simulation, not click-rate

No base building, no worker micro. Every system below is modelled and visible in the HUD, so a losing engagement is something you can read before it kills you.

Suppression

Suppression & morale

Fire pins before it kills. Incoming rounds drive a squad from calm through worried, stressed and pinned to routed. Pinned units hug cover and stop taking orders; routed units leave the field. Falloff is computed against the terrain they are standing in.

  • Calm
  • Worried
  • Stressed
  • Pinned
  • Routed
Vision

True line of sight

Vision checks raymarch a real heightmap on a 2-metre grid. Elevation and terrain type decide occlusion. A squad inside a forest edge or a building cell is genuinely invisible until it moves or opens fire — concealment is a position, not a stat.

2 m
vision sample grid
HEIGHT
real heightmap occlusion
Supply

Logistics & supply

Ammunition is finite. Tanks and ATGM teams carry a stock and then they are decoration. Supply trucks and static dumps create rearm zones that restock a combat line under fire — which makes the road behind your front a target worth defending.

Armour

Facings & flanking

Vehicles carry separate front, side and rear protection. Penetration compares kinetic AP power against the impact angle. Keep your armour faced toward the threat, or spend mobility putting an IFV somewhere it can hit a side plate.

  • Front
  • Side
  • Rear
Veterancy

Units are not disposable

Squads earn experience mid-battle and promote from rookie to elite, scaling accuracy, suppression resistance and morale recovery. Losing a veteran costs more than losing its replacement is worth.

Off-map

Fire support on delay

Artillery salvos and close air support arrive late, on purpose. Heavy HE lays a wide suppression footprint that forces defenders to hunker or route — your infantry has to already be moving when it lands.

Engine

Deterministic lockstep

A fixed 10 Hz simulation tick runs decoupled from the 60 FPS WebGL renderer, over a data-oriented ECS with strict deterministic math. That buys real multiplayer and exact replays with nothing installed.

02 — Real ground

The maps are real places

Every map is imported from OpenStreetMap, not drawn. Building footprints become line-of-sight blockers and cover, landuse becomes concealment and movement cost, roads decide how vehicles move, and NASA SRTM supplies the relief the line-of-sight calculation runs against.

The same 2 by 1.5 kilometre stretch of the Suwałki Gap, shown twice: OpenStreetMap’s own render on the left, the game’s tactical map on the right, with the rivers, woodlines and road junctions in the same places.
Suwałki Gap — 2.0 × 1.5 km centred on 54.35656, 23.06414. OpenStreetMap’s render on the left, the map you fight on at right. Same river, same woodlines, same junctions.

Five maps — the Suwałki Gap, Puńsk and Okuniowiec in Poland, Miehikkälä in Finland, Münsterland in Germany — and every one of them is somewhere you can go and stand. If a woodline looks wrong to you it is probably wrong in the source data, which is fixable, and easier for you to spot than for me.

03 — Tactical execution

The winning shape of a fight

You do not build an army — you release one, in five timed waves called echelons, each of which spends a slot on one platoon and spends it permanently. After that, battles are won by disciplined manoeuvre, structural flanking and keeping the supply line alive — in that order.

Deployment phase

Place your first echelon inside your deployment zone before the tick starts. Read the elevation lines, find hard cover, and put anything fragile where line of sight cannot reach it.

Fire & pin

Break readiness before you break bodies. Put heavy MGs or autocannon onto the defensive pocket, watch for the pinned state in the HUD, and only then walk your assault team in.

Manoeuvre & flank

Never trade frontally with an MBT. Use wheeled speed on the road axes to swing ATGM elements or IFVs onto a side or rear plate, where penetration maths finally works in your favour.

A solo indie project

Help shape the game

Break Contact is built by one developer making the tactical RTS he wanted to play. The mechanics are not settled yet — suggestions, brutal feedback and theorycrafting all land directly in the build. Join the community for devlogs, development discussion and playtest access.

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One email when a new alpha goes live, and one when Break Contact reaches a store. Nothing else, and never shared with anyone.