
Take command of civil air defense under constant threat. Build radar networks, manage power and resources, and decide when to sound the sirens. Every choice has consequences. Hold your cities together as escalation turns survival into strategy.
Failover is a civil defense strategy game where warning time means life and every interceptor you spend is one another city doesn't have. You command the radar networks, the power grid, and the missile batteries protecting a country under sustained attack. Your task is not to win the sky. It is to keep as much of it covered as you can, for as long as you can.
Efficient defense and honest defense are not the same thing. The grid will not carry every radar. The batteries will not cover every axis. Expanding your network means stretching it thinner - and the map keeps growing.
Which city do you leave uncovered tonight? What do you tell the people you couldn't warn? And who do you become when the arithmetic starts coming easily?
Radar is the only thing standing between an incoming threat and a city that never knew. Site your installations, overlap their arcs, and accept that coverage is never total - there are always corridors you chose not to watch. When a station goes dark, so does everything it was watching. You can't fight what you don't see.
Every radar, every battery, every city draws power. Substations fail, plants are hit, and load has to come from somewhere - which means taking it from something else. A blackout does not stay where it started. Decide what stays lit while the cascade spreads.
The siren is never free. Sound it, and a city stops, shelters, and loses a day of work and nerve. Sound it too often for threats that never arrive, and people stop moving when they hear it. Sound it too late, and it is only a record of what you missed.
New regions come under your command as the war widens: more cities, more infrastructure, more people expecting the protection the last region got. Every kilometer you take responsibility for is a kilometer your existing network now has to reach. Growth is not reinforcement. It is exposure.
When a node dies, the system reroutes around it - slower, weaker, running on whatever is left. Build redundancy you hope never to use, and learn how your network degrades before it degrades under fire. Nothing here collapses at once. It fails one link at a time, and you will watch it happen.