Fight for information.
Recon Scouts contest enemy scouts and return progressively better intelligence on terrain, fortifications and garrison composition.

PERSISTENT WORLD WAR II GRAND STRATEGY
Europe is shattered. Supply lines are broken. Command has fallen silent. Take control of a province, rebuild its war machine and fight for every mile of ground.
There are no instant armies and no safe borders. Your factories feed the front, your scouts decide what you know, and every formation you commit remains on the map until it returns — if it returns.
Open Alpha: campaign data, balancing and progression can change or reset during development.
Operations continue while commanders are away. Forces travel between provinces, production keeps running and intelligence becomes stale. The strategic map is a living battlefield, not a level select.
Recon Scouts contest enemy scouts and return progressively better intelligence on terrain, fortifications and garrison composition.
MG teams punish infantry. AT guns punish armor. Artillery damages bunkers but slows the column. Light armor trades raw power for operational speed.
Attacks, support and raid survivors remain physically in transit. Loot reaches your stockpile only when the surviving formation returns.
Occupation Officers convert successful attacks into pressure on Command Authority. Hold the initiative long enough and the province changes hands.
Join the open alpha and help shape the systems, balance and battlefield of the first campaign.
REQUEST FIELD COMMISSION →Territorial intent is now expressed by the force itself instead of a Raid/Conquest mode switch.
Enemy villages now open a larger military command window built around the commander, alliance and operation as one complete battlefield dossier.
The village interaction has been rebuilt from the ground up as a dedicated operations console.
The village command screen has been reduced again to remove profile-card and dashboard clutter.
The village attack board has been tightened into a single-screen tactical control surface.
Enemy village attacks now use a fixed game panel instead of a long scrolling form.
Village interaction now focuses on one decision at a time instead of displaying every system simultaneously.
The map village interface has been rebuilt as a focused tactical dossier and operation board.
Village selection now opens a larger, responsive command workspace with clearer intelligence and operations.
Human commanders become eligible for AI attacks only after exceeding 15,000 combined village points.
AI commanders now use the same paid construction and recruitment queues as players.
Military production has clearer building roles and more readable recruitment controls.
Major onboarding and battlefield interface improvements for new and existing commanders.
Ruins of Command is in active Open Alpha. Systems, balance, progression and campaign data may change as testing continues.
Historical archive photography is used on this landing page to establish the intended wartime atmosphere. Current in-game building and unit artwork remains placeholder work while the visual identity is developed.
Interested in historical strategy and World War II visual design?
CONTACT US ON DISCORD →Follow development, report problems, discuss strategy and organize with the first commanders shaping the campaign.