Turn-based tactics where every shot shows its real hit chance, with roguelike runs and an outpost you build between them.

  • Windows, macOS and Linux
  • Spring 2027
  • $14.99 planned, 10 percent launch discount
  • Single player

Wishlist on Steam, link coming soon

Six languages. No accounts and no multiplayer.

Key art: a teal tank fires at a stone wall that breaks into rubble. Soldiers with a rifle and a bazooka stand on the left. An orange-red tank and soldiers behind sandbags stand on the right, and a 95 percent bubble marks one of them.

What you do

You lead a small squad across isometric battlefields, one move at a time. These are the parts of the game that matter most.

Every shot shows its odds

Before you fire you see the chance to hit, the damage, the chance to kill and what the enemy can do back. The percentage is the roll the game then makes. An ordinary shot lands between 10 and 95 percent, so nothing is certain.

Cover breaks to rubble

Cover protects a unit until it is shot to rubble. A shot from the side halves the cover, and a shot from behind ignores it.

Overwatch

A unit that holds still goes on overwatch. It fires at whoever walks into its range, at lower odds.

Runs and an outpost

A deployment is a branching map of battles, elite fights, events, markets and a boss. Soldiers have names, levels and traits, and they can be wounded or lost. Between runs, salvage and intel buy buildings at your outpost, and those unlock more kinds of unit.

Endless and the Weekly run

After a won deployment you can go deeper into Endless. It has 38 Mutators and 40 Overload boons that change the rules. The Weekly Endless run gives every player the same start for one week. Results stay on your computer, and there is no leaderboard.

Daily challenge and replay codes

The Daily challenge is one battle a day, the same for everyone on the same local date. Any finished battle gives a replay code you can paste to watch it back. Skirmish takes seeds you can type, so you can share a map.

Accessibility options

One switch turns on a preset with a colour-blind palette, larger text, reduced motion, no screen shake, and targets listed as text. There is also high contrast, adjustable text and interface size, rebinding of keys and controller buttons, short sound cues, and no timers in battle.

Six languages

English, German, French, Spanish, Brazilian Portuguese and Italian. The last four are machine-assisted translations that native speakers have not reviewed yet.

Screenshots

Captured from the running game. Select an image to see it at full size. Press Escape to close it.

Trailer and gameplay video

The trailer has not been made yet.

Trailer coming

When the trailer is ready it will appear here, with captions. We will announce it in the newsletter.

Key art for RubbleFront: a teal tank fires at a stone wall that breaks into rubble.

How it is made

RubbleFront uses AI in some parts of its making. This section lists each part, so you can judge it for yourself.

  • The art is AI-generated. All of RubbleFront's graphics (terrain, buildings, units, unit animation frames, effects and icons) were generated by the developer with an image generation model before release. The pictures were then cut apart, cleaned, scaled and assembled with code. The logo, key art and store capsule art were made with ChatGPT image generation and assembled with a script. Nothing was drawn by hand apart from one small colour fix.
  • The sound is made by code. The sound effects and music are not AI-generated. They are produced by code the developer wrote, with no samples, recordings or audio models.
  • The rules and the code. The rules, the enemy AI (rule-based) and the interface are written by the developer. The developer wrote the code with an AI coding assistant, Claude Code.
  • The text. The English and German text is written by the developer. The French, Spanish, Brazilian Portuguese and Italian translations are machine-assisted and have not yet been reviewed by native speakers.
  • Nothing is generated while you play. The game makes no network calls and sends nothing to any AI service. Everything you see and hear was made before release.

Questions

Is there a demo?

A demo is planned before the release. We will announce the demo when its date is set.

Where can I get RubbleFront?

On Steam. The Steam store page is not live yet. The wishlist button on this page becomes a link when it is.

Which platforms does it run on?

Windows, macOS (Apple silicon and Intel) and Linux, through Steam.

How much does it cost?

$14.99 planned, with a 10 percent launch discount. Steam sets prices in other currencies from the US price.

When does it come out?

Spring 2027.

Which languages are there?

English, German, French, Spanish, Brazilian Portuguese and Italian. The French, Spanish, Brazilian Portuguese and Italian translations are machine-assisted and have not yet been reviewed by native speakers.

Does it work with a controller?

Controller input is built in. So far it has only been tested with simulated input. No physical controller and no Steam Deck has been used yet, so we make no claim about either.

What accessibility options are there?

A preset with a colour-blind palette, larger text, reduced motion, no screen shake and targets listed as text. Also high contrast, adjustable text and interface size, rebinding of keys and controller buttons, short sound cues, and no timers in battle.

Does it need an internet connection or an account?

There are no accounts, no multiplayer and no online features. The current build makes no network calls. The Steam version will use Steam for achievements and cloud saves.

Is it made with AI?

The art is AI-generated. Nothing is generated while you play. The How it is made section explains each part.

Hear when the demo and the launch are announced

One email each time there is news about the demo or the launch.

Press and contact

RubbleFront is made by Purplelink LLC in Atlanta, Georgia, USA. The press kit has the facts, logos, key art and screenshots.