Wars, not skirmishes
1v1 duels on tight 2.7 km fronts. 100v100 wars on 6+ km theaters, with allied AI filling every seat you can't. Zoom from a rifleman's fire step to the whole war; NATO symbology keeps it readable at every altitude.

Command one front of World War 3.
Armor columns, FPV drone strikes, trench lines, six generations of air power, fleets and submarines, and a nuclear option with real counterplay. Every shell is simulated. What you see is what happened.
Your requisition, your doctrine, your call when it goes nuclear. ORDNIX is a theater-scale RTS wargame on a deterministic battle simulation: every shell, every radio link and every soldier is simulated, and nothing on your screen is a special effect playing over dice rolls.

Land, air, sea, drones and the strategic tier, fought on one front at once.
1v1 duels on tight 2.7 km fronts. 100v100 wars on 6+ km theaters, with allied AI filling every seat you can't. Zoom from a rifleman's fire step to the whole war; NATO symbology keeps it readable at every altitude.
Select, order, advance. Requisition flows every second and reinforcements arrive as formations through your map-edge gates. Five victory conditions across a 15-map, 4-biome pool.
Riders dismount under fire. Wheels roll, treads march, turrets lay on the targets they are actually shooting. Squads dive prone under suppression and crawl when pinned.
Engineers dig real zig-zag trench lines carved into the terrain. Each squad that files in extends the line and mans its own fire step. Garrisons die only the hard way.
Fly FPV strike drones onto armor by hand. Jammers cut the wireless birds; fiber-optic ones ride through. Recon UAVs cue the guns and EW receivers hunt emitters.
Airstrikes are flown by real airframes off a six-generation ladder, through real air defenses that shoot them down, payload and all. Stealth is physics.
Destroyers in the swell, submarines at periscope depth, carriers launching and recovering jets, naval drones and amphibious assaults under fire.
Craters move earth, trenches cut below grade, wrecks burn, tracks accumulate. At the end of a war you can read the whole story off the ground.
Real rosters with real gaps: 56 unit types per nation across land, sea, air, drones and the strategic tier.
The UK's deterrent rides the boats.
Canada fields no MLRS.
North Korea brings mass and the arsenal.
You against AI commanders at any size from a duel to 100v100, with every map, nation, victory condition and weather the game has.
A ranked map, Conquest, you alone against the machine. It pays field XP, your skirmish record and medals, never ladder points.
The unranked door: choose your team size and face other commanders, earning XP without risking rating.
One Conquest ladder, twelve human commanders, seven tiers and eight-week seasons.
Whoever you invite, by lobby code. AI commanders fight any empty side.
Every battle records itself. Re-fight any war at up to x1000, from your fog or the enemy's.
RANKED is a single 6v6 Conquest queue: twelve human commanders, each running their own requisition, army and sector of the front.

SEVEN TIERS ON PUBLISHED MMR FLOORS · EIGHT-WEEK SEASONS
No dedicated servers, no middleman, no shutdown date. One player hosts the matchmaker, relay, referee and ladder, and friends join through Steam.
Only orders cross the wire: never positions, never health, never outcomes. You can only be matched against an identical build.
Replays store the orders and re-fight the whole battle shell for shell, at up to x1000, from your fog or the enemy's.

The core is proven and playable: the deterministic simulation, ranked lockstep multiplayer, replays, seasons, eight nations and theater battles to 100v100.
| Component | Minimum | Recommended |
|---|---|---|
| OS | Windows 10 64-bit (1909 or later) | Windows 10/11 64-bit |
| Processor | Quad-core ~3 GHz (Intel Core i5-4460 / AMD Ryzen 3 1200) | 6-core (AMD Ryzen 5 3600 / Intel Core i5-10400) |
| Memory | 8 GB RAM | 16 GB RAM |
| Graphics | Vulkan 1.2 or DirectX 12 GPU with 2 GB VRAM (GeForce GTX 960 / Radeon RX 470) | GeForce GTX 1660 / Radeon RX 5600 XT (6 GB VRAM) or better |
| Network | Broadband Internet connection | Broadband Internet connection |
| Storage | 1 GB available space | 1 GB available space |
| Notes | SSD recommended | SSD recommended |
A theater-scale real-time strategy wargame: you command one front of World War 3, from a 1v1 duel on a 2.7 km front to a 100v100 war on a 6+ km theater. It runs on a deterministic simulation where every shell, radio link and soldier is simulated, so what you see is what happened.
No date has been announced. ORDNIX is coming to Steam in Early Access. Wishlisting it on Steam is the easiest way to hear the moment it's out.
Yes. SKIRMISH puts you against AI commanders at any size from a duel to 100v100, on every map, with every nation, victory condition and weather. DUEL PRACTICE is a ranked map, alone against the machine. Campaigns are planned during Early Access.
Quick Match pairs you with other commanders at the team size you choose. The ranked ladder is one 6v6 Conquest queue of twelve human commanders. Custom lobbies are whoever you invite, and AI commanders fight any empty side.
ORDNIX was made with AI coding tools: AI coding assistants wrote the game's program code, its parameter files and its written text under the developer's direction, and the developer reviewed, tested and decided what shipped. The game contains no AI-generated media: no machine-learning model generated any image, sound or music; every image is rendered by the game's own procedural code and every sound is synthesized by the game's own code. The same disclosure is on the Steam page.
Windows PC through Steam (Windows 10 or 11, 64-bit). Controller and touch input are supported, but the game isn't Steam Deck Verified yet.
ORDNIX is coming to Steam in Early Access. Wishlist it to hear the moment it's out.