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.
A theater-scale RTS wargame on a deterministic battle simulation. Every shell, every radio link and every soldier is simulated.
Your requisition, your doctrine, your call when it goes nuclear. Nothing on your screen is a special effect playing over dice rolls.
On your own tonight? Most of ORDNIX needs nobody else online. SKIRMISH fights you against AI commanders at any size from a duel to 100v100, with every map, nation, victory condition and weather the game has. DUEL PRACTICE puts you alone against the machine on a ranked map. The multiplayer is human against human: Quick Match pairs you with other commanders, the ranked ladder fields twelve of them, and a custom lobby is whoever you invite.

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.

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.
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.
The service that runs the ladder is the sole authority on where you stand: your client never scores itself. That service is whichever machine is hosting, which by default is your own.
A single 6v6 Conquest queue of twelve human commanders. Queue alone and the matchmaker seats you, or bring a party of up to six. The pool is ten curated land theaters across all four biomes. Ranked also runs one rule the casual game does not: civilian dead cost you victory points.
Twelve humans take the field or the match does not launch. AI only ever stands in for a commander who has gone, and it stands in at their own rank.
Ranked unlocks at 250 lifetime rated XP; the first Quick win of any day pays exactly that. Your first ten rated results move at double weight, then the weight halves and stays there.
Seasons run eight weeks. At the roll your rating drifts halfway back toward 1000 and your win streak ends. Your wins, losses, lifetime XP, best streak, all-time peak and every cosmetic survive it.
A full simulation-state hash from every client is compared every two seconds. If clients disagree, the match is void and no rating moves. Both sides must report the same winner before a point changes hands.
The second a seat goes silent, an AI regent at that commander's rank takes their army and fights on. The seat stays theirs for the whole match, and RECONNECT hands it straight back.
The deterministic simulation, ranked lockstep multiplayer, replays, seasons, eight nations and theater battles to 100v100 are playable. Everything shown on this site is captured from the real client.

ORDNIX is coming to Steam in Early Access. Wishlist it to hear the moment it's out.