Ruins of Command
CAMPAIGN #001OPEN ALPHA 0.5.0
WESTERN THEATER // CAMPAIGN 001 // EYES ONLY

PERSISTENT WORLD WAR II GRAND STRATEGY

RUINS
OF COMMAND

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.

01PERSISTENT WORLD02COMBINED ARMS03REAL TRAVEL TIME04FOG OF WAR
ARCHIVE // NORMANDY 1944Armor and infantry prepare for the advance.
WAR OFFICE BULLETINREBUILD INDUSTRY RECON ENEMY LINES FORM COMBINED-ARMS GROUPS RAID SUPPLY BREAK COMMAND AUTHORITY
FIELD BRIEFINGORDER 01 / 45

YOUR PROVINCE.
YOUR ARMY.
YOUR WAR.

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.

REBUILDRestore farms, steelworks, fuel storage and military production.
RECONSend scouts beyond the line before committing your main force.
STRIKEBuild formations around infantry, armor, artillery and support.
OCCUPYCrush Command Authority and turn battlefield success into territory.
WAR ROOM ACCESSCOMMAND AUTHORIZATION
OR REQUEST A COMMISSION
FOUNDING COMMANDER14 / 50 PLACES REMAINPermanent service badge. No combat or resource advantage.

Open Alpha: campaign data, balancing and progression can change or reset during development.

THEATER REPORT // 1944

THE FRONT DOESN'T WAIT.

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.

CAMPAIGN#001
STATUSOPEN ALPHA
ECONOMYSTEEL / OIL / FOOD
OPERATIONSRAID / SUPPORT / OCCUPY
INTELLIGENCERECON REQUIRED
INTELLIGENCE

Fight for information.

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

COMBINED ARMS

Build a formation, not a stack.

MG teams punish infantry. AT guns punish armor. Artillery damages bunkers but slows the column. Light armor trades raw power for operational speed.

LOGISTICS

Distance is a weapon.

Attacks, support and raid survivors remain physically in transit. Loot reaches your stockpile only when the surviving formation returns.

OCCUPATION

Winning the battle is the beginning.

Occupation Officers convert successful attacks into pressure on Command Authority. Hold the initiative long enough and the province changes hands.

ARMORED WARFARE
AIR POWER
RUINS OF COMMAND

WRITE THE NEXT
FIELD REPORT.

Join the open alpha and help shape the systems, balance and battlefield of the first campaign.

REQUEST FIELD COMMISSION →
WAR OFFICE // DEVELOPMENT LOG

CAMPAIGN CHANGELOG

OPEN ALPHA
0.5.001 OCT 2026

OCCUPATION OFFICER IN FORMATION

Territorial intent is now expressed by the force itself instead of a Raid/Conquest mode switch.

  • Occupation Officers appear directly in the deployment roster with their live available count.
  • Attacks without an officer remain strike-and-withdraw operations; attaching an officer enables occupation after victory.
  • The attack command now uses one consistent ISSUE ATTACK ORDER action.
0.5.001 OCT 2026

VILLAGE COMMAND — CINEMATIC REDESIGN

Enemy villages now open a larger military command window built around the commander, alliance and operation as one complete battlefield dossier.

  • Persistent player dossier shows commander points, campaign rank and alliance strength while planning an operation.
  • Large Attack, Recon and Dossier stations share a cinematic command-window layout with stronger hierarchy and readability.
  • Attack planning has more room for force selection, mission assessment and the final order without losing target context.
0.4.001 OCT 2026

VILLAGE COMMAND 2.0

The village interaction has been rebuilt from the ground up as a dedicated operations console.

  • New command rail replaces the previous website-style tab bar.
  • Target, operations, reconnaissance and intelligence use a shared compact military information language.
  • Intel and recon screens were rewritten around actionable battlefield information instead of profile/dashboard cards.
0.3.901 OCT 2026

TACTICAL OVERLAY RESET

The village command screen has been reduced again to remove profile-card and dashboard clutter.

  • Smaller 760×470 desktop command surface with a single compact target line.
  • Intel now shows tactical facts, garrison and one commander line instead of a full social profile card.
  • Tabs and framing have been flattened to keep the map interaction fast and military-focused.
0.3.801 OCT 2026

ATTACK COMMAND POLISH

The village attack board has been tightened into a single-screen tactical control surface.

  • Raid and Conquest are now explicit mission modes instead of a checkbox.
  • Target chrome, force rows and mission data are smaller and flatter with no visible desktop scrollbar.
  • Mission assessment and final order remain visible while configuring the formation.
0.3.701 OCT 2026

COMPACT ATTACK BOARD

Enemy village attacks now use a fixed game panel instead of a long scrolling form.

  • Six compact force rows with 0, half and max quick-selection controls.
  • Mission essentials reduced to distance, ETA, carry, terrain and one tactical note.
  • The final raid or conquest order remains visible in a persistent command bar.
0.3.601 OCT 2026

VILLAGE COMMAND REBUILT

Village interaction now focuses on one decision at a time instead of displaying every system simultaneously.

  • Attack, Recon and Intel are separate command modes in a compact viewport-bounded workspace.
  • Removed duplicated intelligence, oversized commander information and stacked action panels.
  • Attack remains the default action with reconnaissance and dossier information one click away.
0.3.501 OCT 2026

TACTICAL COMMAND UI

The map village interface has been rebuilt as a focused tactical dossier and operation board.

  • New target profile, intelligence picture and compact reconnaissance workflow.
  • Professionalized commander dossier with reduced visual noise and clearer hierarchy.
  • Field operations now prioritize force selection, mission assessment and the final order.
0.3.430 SEP 2026

THEATER COMMAND REDESIGN

Village selection now opens a larger, responsive command workspace with clearer intelligence and operations.

  • Reworked village command windows, reconnaissance controls and the attack planner.
  • New deployment roster, mission briefing, tactical assessment and logistics summary.
  • Raid and conquest orders are clearly distinguished; troop transfers and existing gameplay mechanics remain intact.
0.3.330 SEP 2026

AI THREAT THRESHOLD

Human commanders become eligible for AI attacks only after exceeding 15,000 combined village points.

  • New and developing commanders remain protected at 15,000 points or below.
  • Eligible commanders may face AI raids and conquest operations based on military strength and strategic decisions.
  • AI-versus-AI warfare remains unrestricted by the player protection threshold.
0.3.230 SEP 2026

FAIR AI ECONOMY

AI commanders now use the same paid construction and recruitment queues as players.

  • Removed free AI building upgrades and instant troop generation.
  • AI respects construction costs, training time, population, unlocks and queue capacity.
  • War Office and Alliance Centre infrastructure must be constructed normally.
  • New AI commanders start with one province; existing campaigns and armies are preserved.
0.3.130 SEP 2026

RECRUITMENT & PRODUCTION UPDATE

Military production has clearer building roles and more readable recruitment controls.

  • Field Artillery is now produced at Tank Factory Lv.2; existing artillery orders remain queued.
  • Barracks focuses on infantry, MG teams, anti-tank guns and Recon Scouts.
  • Refined Barracks and Tank Factory command panels with unit roles, compact status summaries and clearer recruitment controls.
  • Improved the seven-order First Command tutorial and building command layouts.
0.3.028 SEP 2026

FIELD COMMAND UPDATE

Major onboarding and battlefield interface improvements for new and existing commanders.

  • Added the seven-order First Command tutorial with claimable field supply packages.
  • New commanders now begin with full resource storage.
  • Expanded the World Theater map and added province intelligence on hover.
  • Improved province ownership, commander and alliance information on the campaign map.
  • Reworked province building command windows to keep the live settlement visible.
ALPHACAMPAIGN 001

ACTIVE DEVELOPMENT

Ruins of Command is in active Open Alpha. Systems, balance, progression and campaign data may change as testing continues.

DEVELOPMENTART / 001
VISUAL DEVELOPMENT

GAME ART IS STILL IN DEVELOPMENT.

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.

GAME ARTIST WANTED

Interested in historical strategy and World War II visual design?

CONTACT US ON DISCORD →
FIELD COMMUNICATIONS

THE WAR ROOM IS OPEN

Follow development, report problems, discuss strategy and organize with the first commanders shaping the campaign.