FRONTLINE — a shooter with a commander on top of it
Build state: playable pre-alpha Platform: PC Mode: listen-server multiplayer + bots Steam page coming soon · no release date
Competitive multiplayer · RTS commander layer

Two games.One battlefield.

Frontline is a competitive shooter with a commander on top of it. One player per team never fires a shot — they play from a top-down view, spending requisition on turrets, forward spawns and UAV stations. Everyone else fights on the ground in first person and lives or dies by what their commander built.

Steam wishlists open soon — get playtest invites →

Frontline teaser — commander top-down view of the arena
The cut at 0:05 is the whole game — he places it, she mans it Captured in engine · no target renders
The hook

Same match. Same second.
Two different screens.

Commander · top-down1 per team
Frontline commander view — top-down base layout with build palette, requisition and power readout, and minimap
Plays the map

Requisition, a build palette, a power budget and the whole arena at once. He never fires a shot. Every structure on the field is a decision he made.

Same second One battlefield
Infantry · first personeveryone else
Frontline first-person view — rifle in frame, enemy HQ wall ahead, full combat HUD with radar and objective bars
Lives in it

Ten metres of dust, one wall, and whatever the commander did or didn't build behind her. She finds out which in about four seconds.

Neither one of them can win alone.
That dependency is the entire game.

The two-way dependency

How the two halves pull on each other

It isn't a shooter with a build menu bolted on. The economy runs through the infantry fight, and the infantry fight runs on what the commander spent.

BEAT 01 — THE CUT

He places a turret. Thirty seconds later, she is holding the lane with it.

Turrets aren't autonomous decorations. A soldier walks up, presses E, and becomes the thing standing between the enemy and your HQ. One player spent 200 requisition on a hunch; another player is now cashing it.

Commander cost 200 REQ

First-person view of a soldier mounted on a commander-placed turret, with the dismount prompt visible in the HUD
BEAT 02 — BROWNOUT

His greed is her dead turret

Build past your energy capacity and the entire team's structures shut off at once. Not a warning, not a debuff — every turret you own goes quiet simultaneously, until the commander fixes it.

BEAT 03 — THE ECONOMY IS THE FIGHT

Ground taken becomes buildings placed

Capture points feed the commander's requisition. So the infantry push isn't just territory — it's income. Ground taken becomes buildings placed becomes ground held.

BEAT 04 — TRUST

You are relying on someone you cannot see

The soldier can't see the build menu. The commander can't see down the scope. Each one is making decisions on incomplete information, betting that the other one is doing their job.

BEAT 05 — THE DRONE

Step into a UAV station and leave your body behind

Walk inside a UAV Station and you take control of a flying spotting drone, marking enemies for your team. Your body stays parked on the pad — awake, exposed, and someone else's problem. Cooldown-gated; three stations maximum.

A real mechanic, not flavour

Brownout

Team power draw
90 / 220
Grid status
Nominal
0Capacity 220

Every structure on the field draws power. Cross the line and they all stop working at the same instant — the turret she's standing on included.

Interactive illustration of the mechanic. Power capacity (220) is the value shown in the build's HUD; per-structure draw is not depicted.

What the commander spends on

The build palette

Costs are read straight out of the current build's rules. Rebalancing moves these numbers.

Wall structure render

Wall

25 REQ

The cheapest thing on the board, and the only one whose entire function is its collision. 320 HP — six rifle rounds, or a single Heavy siege shell.

Max 12, cap recycles
Turret asset render

Turret

200 REQ

Automated fire on a lane — until a soldier mounts it and takes over.

Player-mountable
Forward Spawn asset render

Forward Spawn

250 REQ

Moves the front line. The single most aggressive thing a commander can buy.

UAV Station asset render

UAV Station

300 REQ

Walk in, fly out. Take control of a spotting drone and mark targets from above.

Max 3 per team
Supply Depot asset render

Supply Depot

100 REQ

Resupply point. The cheapest way to keep a push alive.

Armoury asset render

Armoury

250 REQ

Upgrades for the people doing the shooting.

Command Post asset render

Command Post

350 REQ

Forward command. The most expensive commitment on the board.

Strike Outpost marker — orbital strike target designation

Strike Outpost

400 REQ

The commander’s orbital battery. One per team, 90-second cooldown, and a four-second warning telegraph so anyone paying attention can walk out. It draws 35 energy — more than the base supply — so it cannot fire until the infantry have taken a power node.

Gated behind a captured node
Extractor asset render

Extractor

Field-built

The exception: extractors are built by soldiers in the field, not by the commander.

Built by infantry
HQ asset render

HQ

Fixed

Where each team starts and what each team is trying to take down.

MK4 Rifle asset render

MK4 Rifle

Assault primary

The baseline weapon everything else in the sandbox reads against.

Where the money comes from

Two resources, six nodes

Requisition buys things. Energy decides how many of them can run at once. The map splits the two on purpose.

2Requisition nodes, on the centreline
4Energy nodes, one per quadrant
6.4sHeavy’s claim time
2Enemies present freezes the bar
How the split worksRead from the current build
Requisition sits in the open

Both requisition nodes are on the centreline, contested and equidistant from both bases. Requisition snowballs, so it is deliberately the resource you have to walk into the open to hold.

Energy sits in defensible ground

Four energy nodes, one per quadrant. Energy only raises a ceiling, so a losing team keeps the lights on — they just cannot out-buy anyone.

Soldiers claim it, not the commander

A soldier claims a node by standing on it, and completing the claim builds the Extractor. The Engineer does it in half the time; the Heavy takes 6.4 seconds. Two enemies present freezes the bar.

On the ground

Four classes

Every class carries three weapons: a primary, a sidearm, and a support slot — Burst Launcher, Repair Torch, Siege Cannon or Vector SMG. Twelve distinct weapon models across the four classes, not one shared rifle. Stats below are read from the current build.

Assault class — rigged, PBR-textured in-engine model

Assault

The baseline everything else reads against.

HP100
Speed600
MK4 Rifle
Engineer class — rigged, PBR-textured in-engine model

Engineer

Repairs structures and claims resource nodes twice as fast.

HP85
Speed585
PDW Carbine
Heavy class — rigged, PBR-textured in-engine model

Heavy

Slowest on the field, best siege damage. Breaks stalemates.

HP165
Speed460
LMG-9
Scout class — rigged, PBR-textured in-engine model

Scout

Fastest thing alive. Spreads the map, weakest in a straight fight.

HP75
Speed830
Scout Carbine

Four rigged classes with PBR armour, each around 24,000 triangles — built, textured and animated in-engine, on a 24-bone skeleton with idle, walk, run and death. Not final art, but not placeholders either.

On the ground

You spawn on your squad leader

That single rule is the system. Before squads, every soldier was a spawn beacon — which made the commander’s 250-REQ forward spawn strictly worse than whichever body happened to be furthest forward. Now the leader is a moving spawn point: worth protecting, and worth hunting.

How a squad worksALPHA through HOTEL
Created, not assigned

A player creates a squad and becomes its leader, then invites teammates who accept or decline. Leaders can kick, promote, and rename the squad using NATO callsigns, ALPHA through HOTEL.

The leader is the spawn point

You spawn on your squad leader and nowhere else. Push too far alone and your squad has nowhere to arrive. Keep the leader alive and the whole squad keeps its footing.

The commander asks — the squad answers

A commander can order a squad to attack or defend a point, and the leader accepts or denies it. Orders expire if nobody answers. The commander directs the battle; they do not get to command the people in it.

Progression

Three tiers — and death only costs the trip back

Weapon upgrades are collected by walking into a friendly Armoury. Tiers improve handling before damage: spread and reload first, damage not until tier three.

3Kills — tier one
9Kills — tier two
18Kills — tier three
0Kills lost when you die

The tier resets on death. The kills do not. Dying costs you the walk back to an Armoury, never the grind — which also means a brownout bites twice: an overspending commander strands every dead veteran at stock.

The map

One walled desert arena

140mArena, per side
~663Placed objects
292Destructible
2Symmetric bases
RED

Oxide-red structures, one HQ, one commander, and the same 140 metres of sand to cross.

BLUE

Cold navy structures, mirrored base, and a commander watching the same board from the other side.

Arena kit — the pieces the map is built from
Straight wall kit pieceWall
Corner wall kit pieceCorner
Pillar kit piecePillar
Crate kit pieceCrate
Low barrier kit pieceBarrier
Ramp kit pieceRamp
Platform kit piecePlatform
Pipe run kit piecePipe run

Crates, low barriers and cover break apart under sustained fire — 292 of the objects on the field are destructible, so the cover you planned your push around may not be there on the way back.

Captured in engine

The build as it stands

Listen-server multiplayer is verified working over the internet — playable with friends now, not planned. Host controls are server-validated: kick, ban, and move players between teams. 28 sound cues are in: per-class weapon fire, footsteps on sand and metal, impacts by material, reload stages, hit and kill confirms, UI, and the brownout alarm.

Commander top-down view of the arenaCommander · arena overview
Commander view with structures placedCommander · structures placed
Commander view of the baseCommander · base layout
First-person ground view of the arenaInfantry · ground view
First-person aiming down sightsInfantry · aiming down sights
Soldier mounted on a turretInfantry · turret mounted

All images captured from the current pre-alpha build. Environment, structures, weapons, HUD and lighting are representative.

Key art

Share the fight

Eight cards covering the pitch. Free to repost — click any card to open the full-size image.

No marketing gap

Where it actually is

Frontline is a playable pre-alpha built by a small team. Here is what that means, stated plainly, so nothing on this page oversells the build — or undersells it.

Honest limitsAs of the current build
No vehicles or aircraft

Nothing drivable. The only thing that flies is the small spotting UAV.

The bots aren't good yet

Bots fill out both teams so matches run, but they path straight at their target and will grind against a commander's wall rather than go around it.

Aim-down-sights is mid-rework

ADS is being re-derived for the new weapon models. It works, but the alignment is not final.

Character materials need a shading pass

The new character meshes import self-lit, so they don't yet sit in the scene lighting the way they should.

No gadgets or throwables

Three weapon slots is the whole loadout. No grenades, no deployables for infantry.

No anti-cheat, no voice chat

Neither is in the build. Play with people you know.

Steam page in preparation

The app exists and the store page is written, but it isn't public yet — wishlist link coming. No release window and no pre-order: no date, no price. When that changes, it'll change here first.

Multiplayer works today

Listen-server multiplayer is verified over the internet, with server-validated host controls. This is playable with friends now.

What is representative

The environment, structures, weapons, HUD and lighting you see on this page are the real build — not concept art, not a target render.

Built in the open

From the DevLog

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FRONTLINE frontline-ss

A competitive multiplayer shooter with a real-time commander on top of it. In development for PC.

Pre-alpha build
RED vs BLUE · 4 classes
140m arena · 292 destructibles
© 2026 Frontline. All rights reserved. Images captured from the current pre-alpha build