GroundInFlames is real-time tactics about modern combined-arms warfare. Trenches, suppression and squad morale, FPV drones and electronic warfare, honest armor penetration and vehicle modules. Manpower is scarce, supply runs out, and the enemy only knows what it has seen.

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

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?

“Ground in Flames is a large-scale tactical game: hundreds of soldiers, armoured vehicles and artillery fighting across a map tens of kilometres wide. A game of this scale can't be polished behind closed doors. The best way to test weapon balance, AI behaviour, performance on different PCs and ease of control is in real battles played by real players. Early Access lets us ship updates often and let your feedback shape them.”

Approximately how long will this game be in Early Access?

“We expect to be in Early Access for about 12–18 months. This may change, depending on player feedback and on how much work it takes to bring new systems up to the quality we want”

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

“We plan to:

add new maps and terrain: villages, towns, rivers and forests;
expand the arsenal with new armoured vehicles, artillery and air defence;
add more drones, including fixed-wing drones, along with electronic warfare and anti-drone protection for vehicles;
develop multiplayer further, up to large battles with many players on one sector of the front;
make the AI command smarter;
release the map editor to players with Steam Workshop support, so you can build your own battlefields, share them on the Workshop and play on maps made by others;
keep optimising so that large battles run well on low-end PCs too;
improve sound, effects and the interface, and add a tutorial for new players.”

What is the current state of the Early Access version?

“The game is fully playable. It currently includes:

a large map of the Hostomel area: Zdvyzhivka, Lubianka, Ozera, Havrylivka, Rakivka, Syniavka;
infantry and armour battles against an AI opponent that plans its own offensives and defence;
artillery, mortars, rocket artillery (MLRS) and anti-tank guided missiles (ATGMs);
armour penetration, visible vehicle damage and fires;
capturing enemy vehicles;
medics, prisoners, supply and fortification building;
an interface in English, Ukrainian and Russian.

You may run into bugs, balance will keep changing, and we are still improving performance in the largest battles”

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

“We plan to raise the price gradually as new content and features are added. Everyone who buys the game in Early Access will get all of these updates at no extra cost.”

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

“We plan to collect feedback and bug reports on the Steam forums and on our Discord server. There we discuss balance, new features and development plans with players, and that feedback will shape what comes to the game next.”
Read more
This game is not yet available on Steam

Coming soon

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

Report bugs and leave feedback for this game on the discussion boards

See all discussions

About This Game

[h1]The War Where Everything Counts[/h1]

GroundInFlames — real-time tactics about modern combined-arms warfare,

top-down view. There is no base to build up, and no army that

appears out of thin air. There is a sector of the front, trenches, treelines, villages, and resources you can use, of which you have a limited amount

A Trench, Not a Map

  • Squads, not units. Soldiers take cover on their own, go prone under fire, get suppressed and break morally. A suppressed squad will not carry out an order — you have to pull it out and let it recover.

  • The terrain works. Trees, bushes, walls, smoke and folds in the ground cut visibility. The canopy is treated as a separate layer: shelling strips the foliage, and a treeline whose forest has been shot away stops providing cover.

  • Fortification. Trenches get dug, dugouts get built, communication trenches connect positions. All of it wears down under fire and collapses.

  • Building assaults. You don't have to spend valuable infantry on a pointless assault of a fortified building — it's enough to blow the wall apart with a tank and enter through the breach you've made.

The Drone War

  • FPV. Drone mechanics are among the most important in the game, and we managed to build them so that they don't cause discomfort when playing the technical side, while being just as effective as in reality.

  • Recon drones. The same kind of UAV as FPV, differing only in field of view; carries no armament

  • EW and signal. Every operator has their own frequency on which they launch the drone, and EW systems have their own operating frequencies — they may not match, and then the drone won't be jammed.

Armor and Module Mechanics for Vehicles

  • Penetration accounting for impact angle; ricochets and non-penetrations are also present.

  • The running gear is a separate layer in front of the hull side. A shell can tear off a track, can pass through it into the side, or can do both.

  • The crew has positions: driver, gunner, commander. Infantry riding in an open bed is vulnerable to bullets

  • Ammunition detonation, a burning vehicle, and a fire that lives a life of its own.

  • Anti-drone cage armor is not decoration: the grille disrupts the shaped-charge jet and scatters fragments on the side the hit came from.

People Run Out

  • Mobilization resource replenishes slowly — show success at the front and you'll get more volunteers

  • Forced conscription gives you people immediately and adds discontent in the rear. A rear that has stopped working means no quality supply.

  • Prisoners. You can take enemy soldiers prisoner

  • Wounded and medics. A wounded man can be dragged out, or can be lost while you're deciding whether it's worth going after him.

Fog of War

Each side knows exactly what it has seen with its own eyes, and exactly from the

moment it saw it. A burned-out vehicle stays intact on the enemy's map

until someone goes and takes a look. Shelling from twenty kilometers away: you won't see the effects of your hits, though you'll know the positions you struck.

And Also

  • Direct control of every unit in the game, if you feel like doing the work yourself.

  • Mortars, smoke, grenades, RPGs, heavy machine guns on vehicles.

  • Supply: Deliver supplies to the front on time.

  • Key points, scoring by margin, a battle log that records every clash with the enemy — what happened while you were looking the other way.

  • Russian and English interface languages.

Story Missions

Antonov Airport

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

We use AI tools as part of our development pipeline: some images were generated with AI, and AI-assisted tools support parts of the production process. Everything produced this way is reviewed, edited and integrated by hand - the design, gameplay systems and final content are our own work.

System Requirements

    Minimum:
    • OS: Windows 10
    • Processor: i3-8100
    • Memory: 6 GB RAM
    • Graphics: With support Vulkan 1.0 / D3D12, 2 ГБ video memory — GTX 1050 / RX 560 / Iris Xe
    • Storage: 1 GB available space
    Recommended:
    • OS: Windows 11
    • Processor: i5-10400
    • Memory: 8 GB RAM
    • Graphics: GTX 1650 / RX 6400 (4 ГБ)
    • Storage: 1 GB available space
Review Filters