You are the hive operator: one human routing 13 branches of robot forces through real kill chains — satellite spots, artillery suppresses, fiber-optic FPV finishes. Every screen shows only what its sensor can prove. Eight channels, thirteen branches. What you can't handle, you'll delegate. Forever.

Sign in to add this item to your wishlist, follow it, or mark it as ignored

This game is not yet available on Steam

Planned Release Date: Jul 31, 2026

This game plans to unlock in approximately 13 days

Interested?
Add to your wishlist and get notified when it becomes available.
 

About This Game

TASK // KILL THEM ALL.

You are not a soldier. You are not a general. You are the operator — one human at the console of a robotic army, routing 13 branches of unmanned forces through kill chains where every link matters and no branch wins alone.

THE KILL CHAIN IS THE GAME

A satellite pass births a contact. Artillery suppresses it. A fiber-optic FPV slips under the jamming dome and finishes the job. Assault UGVs take the ground, a logistics mule hauls shells under fire, a tethered relay keeps the whole web breathing. Recon wings, interceptors, mortars, C-RAM, EW dome, minesweeper, heavy bomber — thirteen branches, one operator. And orders only travel where a link physically exists: radio horizon, jamming and terrain are not scenery — they are the network.

EVERY SCREEN TELLS ITS OWN SENSOR'S TRUTH

There is no all-seeing eye. The map draws knowledge, not reality: optics claim a silhouette, thermal claims a signature, direction-finding claims only a bearing. Contacts age and go stale. Fire at old coordinates and the teletype answers: COORDINATES EXPIRED. Switch your radar on and it sees everything — and everything sees it. Emission is a decision.

EIGHT CHANNELS. THIRTEEN BRANCHES.

Every strike waits for your confirmation. The first operation asks for 8 decisions; the last demands 250+ — physically beyond any human. When the queue outgrows your finger, OKTAVA offers a way out — in the same queue, confirmed by the same Space bar: packet confirmations, then permanent auto-classes, then… Every step of the ladder is irreversible. Autonomy doesn't shoot straighter than you. It simply doesn't wait for permission.

AN ENEMY THAT READS YOU

The campaign profiles how you fight — how chatty your radar is, how slow your confirmations are, how much you lean on the satellite — and the enemy operator builds counter-rules against exactly that. Losses carry over between operations. The war log records every decision, including the ones you'd rather forget. The game never judges. It only logs. The verdict is postponed until the credits.

THE ENDLESS SIMULATOR

Defend the command post against escalating waves. Seeded proving grounds, deterministic bit-exact replays on every OS, records per tempo. Same seed, same war — compare honestly.

AN INSTRUMENT, NOT A PICTURE

Pure vector graphics in the lineage of cold-war scopes: phosphor, edges, noise codecs. Every sound is synthesized live — there is not a single audio file in the game. The keyboard is the console: left hand for verbs, right hand for direction, Space to CONFIRM. And in the terminal phase you can take the FPV stick yourself and fly it in.

  • 13 branches of unmanned forces bound by real kill-chain dependencies
  • Sensor-truth recon: the map shows what was seen, when, and by which sensor — never ground truth
  • Communications as geography: radio horizon, relays, jamming, blackouts, fiber optics
  • An irreversible delegation ladder — the mechanic is the story
  • An adaptive enemy operator countering your personal style
  • A campaign (7 operations + playable epilogue) with persistent losses, plus an endless defense simulator
  • Deterministic sim: seeded runs and bit-exact replays
  • Vector rendering and fully procedural audio

The task fits in one line: KILL THEM ALL.
The campaign is about who — or what — ends up executing it.

The fourth game of the COMMUTATOR series. No prior knowledge required.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Core i3 2-gen / Athlon II
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3.3 compatible (GTX 660 or equivalent)
    • Storage: 300 MB available space
    • Additional Notes: keyboard only
    Minimum:
    • OS: macOS 10.13 High Sierra
    • Processor: Intel Core M 2012+ or Apple M1/M2/M3/M4/M5
    • Memory: 4 GB RAM
    • Graphics: internal
    • Storage: 300 MB available space
* Starting February 15, 2024, the Steam Client will no longer support 32-bit games or macOS 10.14 or lower.
    Minimum:
    • OS: Ubuntu 20.04 (Glibc 2.31+) 64-bit
    • Processor: 2 core 2 GHz, x64
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3.3
    • Storage: 300 MB available space
There are no reviews for this product

You can write your own review for this product to share your experience with the community. Use the area above the purchase buttons on this page to write your review.

Review Filters