THE GAME · FIELD COMMAND
Remnant.
Three powers and one buried technology that turns soldiers into something more. Take a side, take a commander, and fight a campaign across the ice for control of the Remnant.
A turn-based tactics campaign, built from scratch and played in your browser. You are the Commander. Nothing holds your hand.
ORDER OF BATTLE
The factions
Three powers want the Remnant for different reasons. Each plays differently: different units, different temperament, a different campaign.
The Covenant
Aevari
Support & control
Buffs, debuffs, and damage that lingers. Rewards patient, methodical play.
The Syndicate
Human
Range & information
A generalist toolbox with reach. Rewards adaptability and what you know before they do.
The Eternal Vrath
Vrakthi
Aggression
Close range, direct damage, almost no tricks. Rewards forward pressure.
A fourth power
Classification withheld
Someone else is on the ice. They don't answer to a god, a guild, or a standard, and they aren't on the order of battle yet. [ unlock conditions redacted ]
FIELD MANUAL
How the war works
Six things to know before you drop. The rest you'll learn the hard way.
01
Action budget
Every turn you spend a budget of actions: moving, attacking, building. Board state, structures, and status effects change how much you get.
02
Fog of war
You see what your units see. The rest is last-known position and guesswork. The enemy plays under the same blindness.
03
The Extractor
An unkillable unit that draws currency from Remnant-rich tiles each turn. Hold its ground; it pays for everything else.
04
The Builder
Places and upgrades structures: barriers, walls, relay posts, watchtowers, turrets. Weak in a fight, and the enemy AI knows to hunt it.
05
Commanders
Each faction fields two commanders, each with an army-wide passive. Your pick colors the whole campaign.
06
Remnant nodes
Scattered objectives. Solve a short puzzle to claim a bonus. Fail or skip it and you simply walk away. No penalty.