
GroundInFlames is real-time tactics about modern combined-arms warfare. Trenches, suppression and squad morale, FPV drones and electronic warfare, honest armor penetration and vehicle modules. Manpower is scarce, supply runs out, and the enemy only knows what it has seen.
[h1]The War Where Everything Counts[/h1]
GroundInFlames — real-time tactics about modern combined-arms warfare,
top-down view. There is no base to build up, and no army that
appears out of thin air. There is a sector of the front, trenches, treelines, villages, and resources you can use, of which you have a limited amount
Squads, not units. Soldiers take cover on their own, go prone under fire, get suppressed and break morally. A suppressed squad will not carry out an order — you have to pull it out and let it recover.
The terrain works. Trees, bushes, walls, smoke and folds in the ground cut visibility. The canopy is treated as a separate layer: shelling strips the foliage, and a treeline whose forest has been shot away stops providing cover.
Fortification. Trenches get dug, dugouts get built, communication trenches connect positions. All of it wears down under fire and collapses.
Building assaults. You don't have to spend valuable infantry on a pointless assault of a fortified building — it's enough to blow the wall apart with a tank and enter through the breach you've made.
FPV. Drone mechanics are among the most important in the game, and we managed to build them so that they don't cause discomfort when playing the technical side, while being just as effective as in reality.
Recon drones. The same kind of UAV as FPV, differing only in field of view; carries no armament
EW and signal. Every operator has their own frequency on which they launch the drone, and EW systems have their own operating frequencies — they may not match, and then the drone won't be jammed.
Penetration accounting for impact angle; ricochets and non-penetrations are also present.
The running gear is a separate layer in front of the hull side. A shell can tear off a track, can pass through it into the side, or can do both.
The crew has positions: driver, gunner, commander. Infantry riding in an open bed is vulnerable to bullets
Ammunition detonation, a burning vehicle, and a fire that lives a life of its own.
Anti-drone cage armor is not decoration: the grille disrupts the shaped-charge jet and scatters fragments on the side the hit came from.
Mobilization resource replenishes slowly — show success at the front and you'll get more volunteers
Forced conscription gives you people immediately and adds discontent in the rear. A rear that has stopped working means no quality supply.
Prisoners. You can take enemy soldiers prisoner
Wounded and medics. A wounded man can be dragged out, or can be lost while you're deciding whether it's worth going after him.
Each side knows exactly what it has seen with its own eyes, and exactly from the
moment it saw it. A burned-out vehicle stays intact on the enemy's map
until someone goes and takes a look. Shelling from twenty kilometers away: you won't see the effects of your hits, though you'll know the positions you struck.
Direct control of every unit in the game, if you feel like doing the work yourself.
Mortars, smoke, grenades, RPGs, heavy machine guns on vehicles.
Supply: Deliver supplies to the front on time.
Key points, scoring by margin, a battle log that records every clash with the enemy — what happened while you were looking the other way.
Russian and English interface languages.
Antonov Airport