

The battlefield is the ground itself. Find the enemy HQ you cannot see - read its heat, power and tremors - and collapse the grid beneath it, before the same happens to you. A neon-diorama strategy duel against AI rivals with personalities, on ground that never stops being the weapon.
Overview
The battlefield is the ground itself. Find the enemy HQ you cannot see - read its heat, power and tremors - and collapse the grid beneath it, before the same happens to you. A neon-diorama strategy duel against AI rivals with personalities, on ground that never stops being the weapon.
Description
Every tile carries load, stress and stability. Mine it, build on it, drill it — or collapse it under the enemy's hidden base. Chain collapses are the win condition, the spectacle, and the risk: overbuild your own ground and the grid answers.
Enemies never render through the fog — you infer them. Buildings leak heat, power draw and vibration; scans return signatures, not sprites. Decoys lie. Jamming blinds. The Signal Board turns readings into suspicion — and suspicion into a drill strike.
Mid-match, the board itself keeps making moves. A comet craters the ground — and exposes a fresh ore field everyone saw land. A solar flare burns, and for a few seconds every hidden base on the map screams. A wandering anomaly drips free resources — harvest it, and your own base burns loud on every scanner. A collapse cascade announces a zone, then eats it tile by tile: evacuate, or herd your rival in. Every event is a per-match toggle — a clean classic match is always one click away.
BRAND presses early. HUSH goes quiet. BASTION digs in. SPRAWL wants the whole map. AI opponents play by exactly your rules — same units, same costs, same fog, provably: every match records a command tape you can re-simulate and watch back.
Deterministic replays with scrubbing, per-player POV and fog-honest views — rewatch the kill, prove the bluff, share the file.
Eight playfield shapes × four sizes × mutators (TREMOR, FRAGILE, RICH VEINS…), a seeded Daily Trial, shareable challenge codes that reproduce any board exactly, and per-setup best times with ghost race data — all under a 10-track synth soundtrack with an in-game jukebox.
A pre-release tester build — Ultracode Demo Lite — is going out to the community ahead of the public demo. Hop on the Discord to grab it and help shape the game before launch.
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Playtest Trailer - Crescent
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