A real-time wargame where you command armour, infantry, artillery, air and navy at once, and steer FPV strike drones onto tanks from the drone's own camera. Eight nations of real equipment on battlefields generated fresh every match, trenches cleared bay by bay, ranked lockstep multiplayer.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“The battles are finished enough to play and to rank. The game around them is not.

ORDNIX is entering Early Access to build its long-term layer with players rather than in private. The largest piece is the Armoury, a match-earned progression and customisation system that does not exist yet: players would earn points from match outcomes and spend them on unit upgrades such as weapons, defensive packages, equipment and vehicle parts. How points are earned, what can be upgraded, and how customisation stays out of the way of competitive balance are undecided today, and I want those decisions shaped by people playing the game.

Early Access will also be used to add nations, continue the visual work across units and battlefields, build a fuller player profile, and add achievements. I will keep publishing updates and patch notes, read the reports and discussions, and change the roadmap when feedback shows something needs to change.

Approximately how long will this game be in Early Access?

“Roughly a year, and longer if the Armoury needs it. The plan is to leave Early Access when the Armoury and progression are in and balanced, the nation roster has grown, and the game is stable and complete as a whole. The estimate will move with what the community asks for, and I will say so when it does.

How is the full version planned to differ from the Early Access version?

“Early Access gives you the foundation: online and offline battles, ranked and unranked multiplayer, AI skirmishes, and eight nations with their own rosters. I plan to build on it with:

The Armoury: match-earned points spent on unit upgrades such as weapons, defences, parts and equipment. Not yet built; its rules, balance and scope will be designed with the community.

More nations, each with its own doctrine, roster, look and balance.

Continued visual work across the roster: unit models, faction-specific appearances, naval hulls, aircraft, effects, animation, audio and the battlefield itself.

A fuller player profile: persistent progression, identity, statistics, records and unlocks.

More achievements tied to combat, strategy, nation mastery and progression.

Campaign and structured operation content built on the existing skirmish and scenario systems, and more maps, biomes and scenarios.

Ongoing balance and usability changes driven by ranked results, feedback and replays.

Priorities will move with player feedback. That is the point of Early Access.”

What is the current state of the Early Access version?

“Playable, and complete in its core. Incomplete in progression, customisation, and long-term content.

Available now:

Deterministic lockstep battles in which units, projectiles, radar, logistics and electronic warfare are all simulated.

Ranked 1v1 and 2v2 queues with MMR, seasons, placements and tiers, plus unranked Quick Play.

Skirmishes against AI, from small fights to very large engagements.

Eight playable nations fielding armour, infantry, artillery, air power, naval forces, drones, electronic warfare, logistics, mines and engineers.

Trench warfare, fortifications and garrisons; tactical and strategic weapons with warnings and counterplay.

Battle replays that can be reviewed from either side's fog of war.

Several biomes, multiple victory conditions, dynamic weather and different lighting conditions.

Not yet implemented, planned for Early Access:

The Armoury, in any form. Additional nations. The fuller player profile. More achievements. Campaign content.

Expect balance changes, adjustments to units and doctrines, presentation upgrades, and new systems introduced and refined during development.

Will the game be priced differently during and after Early Access?

“The game launches at a lower Early Access price that reflects its current, unfinished feature set. I plan to raise the price as major systems and content land, and to announce any change ahead of time. Buying during Early Access includes every update to the game.

How are you planning on involving the Community in your development process?

“The Steam Community Hub is where features are discussed, bugs reported, balance argued, and roadmap updates and patch notes posted.

The Armoury will be designed there in the open: which upgrades players want, how match-earned points should work, what trade-offs feel fair, how customisation should relate to nation identity, and how to keep progression from undermining competitive balance. Players will also help set the priority of new nations, unit visuals, profile features, achievements, maps, scenarios and campaign content.

Replays store match orders rather than video, so a replay attached to a bug report lets me reproduce the exact battle, investigate the issue, and understand a balance concern as it actually played out.
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About This Game

One front of a modern war. Every decision in it is yours.

ORDNIX is a real-time wargame. You requisition a force, deploy it onto ground that has never existed before, and fight a battle in which every shell, every soldier and every radar sweep is simulated. Armour, infantry, artillery, aircraft, warships, drones and the nuclear option all answer to you at once.

Battles are won by finding the enemy before they find you, by hitting armour where it is thin, and by knowing which of your machines is the wrong tool for the job in front of it.

Everything on this page is real in-engine gameplay.

EIGHT ARMIES THAT FIGHT DIFFERENTLY

The US, UK, Canada, Turkey, Russia, China, South Korea and North Korea each field their own roster, named for real equipment, with real gaps. Nobody gets everything.

Armour that cares where you hit it. Penetration resolves against the plate you actually struck, glacis or flank, not health bar against health bar.

Air in its own nation's shapes, from the Flanker school to canard deltas, stealth planforms and swing-wing bombers. Not one silhouette repainted eight times.

A navy that dies like ships. A holed hull floods, trims, and goes down by the head or the stern depending on where the water got in, secondaries cooking off as she goes.

Everything else a front needs: submarines, mines, engineers, logistics columns, amphibious landings. From a duel on a tight front to a theatre war.

FIND THEM BEFORE YOU FIGHT THEM

Recon pushes the contact line forward. Radar sweeps the sky. Stealth is physics rather than a stat: halving your radar return does not halve the range at which you are seen. Jammers cut the wireless drones out of the air, and receivers hunt the transmitter that just gave your position away. Emissions are terrain.

DIG IN

Engineers cut real trench lines into the ground, traverse by counter-angled traverse, because a straight trench dies to enfilade fire. Squads file in and man the fire steps under plank, tin and camo net. A garrison dies two ways: artillery through the top, or boots in and cleared bay by bay.

This is a war game for adults. Blood sprays, pools stay, the fallen are left where they fell, and heavy ordnance dismembers. Vehicles die as metal, with no crew gore.

THE NUKE IS NOT A WIN BUTTON

Authorize a release, tactical or strategic, and both sides get the launch warning. Scatter, intercept the bomber, or break the attacker's command link and scrub the strike outright. Everything here has an answer.

WRITTEN, NOT DRAWN

Nobody drew this game. Every model, map, texture and effect is generated by the game's own code the moment a match begins, so no two battlefields are alike, and each one keeps what you did to it: wrecks, craters, trench lines, blood and boot-prints.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit (1909 or later)
    • Processor: Quad-core ~3 GHz (Intel Core i5-4460 / AMD Ryzen 3 1200)
    • Memory: 8192 MB RAM
    • Graphics: Vulkan 1.2 or DirectX 12 capable GPU with 2 GB VRAM (GeForce GTX 960 / Radeon RX 470)
    • Network: Broadband Internet connection
    • Storage: 1024 MB available space
    • Sound Card: Any
    • Additional Notes: SSD recommended
    Recommended:
    • OS: Windows 10/11 64-bit
    • Processor: 6-core (AMD Ryzen 5 3600 / Intel Core i5-10400)
    • Memory: 16384 MB RAM
    • Graphics: GeForce GTX 1660 / Radeon RX 5600 XT (6 GB VRAM) or better
    • Network: Broadband Internet connection
    • Storage: 1024 MB available space
    • Sound Card: Any
    • Additional Notes: SSD recommended
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