Press kit

RubbleFront is a single-player, turn-based tactics game by Purplelink LLC in Atlanta, Georgia, USA. It is coming to Steam for Windows, macOS and Linux in Spring 2027.

Facts as of 11 October 2026. For anything not listed here, write to ben@purplelink.llc.

Key facts

TitleRubbleFront
Developer and publisherPurplelink LLC, Atlanta, Georgia, USA
GenreTurn-based tactics with roguelike runs, and an outpost built between them
PlayersSingle player
PlatformsWindows, macOS (Apple silicon and Intel) and Linux, through Steam
ReleaseSpring 2027
Price$14.99 planned, with a 10 percent launch discount. Steam sets prices in other currencies from the US price.
LanguagesEnglish, 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.
InputKeyboard and mouse. Controller input is built in and has so far been tested only with simulated input.
EngineGodot 4.3
Online featuresNone. No accounts, no multiplayer, no in-game purchases.
Steam store pageNot live yet.
Contactben@purplelink.llc

Counts from the game data

Counted from the game's data files on 11 October 2026.

Unit kinds9
Commanders3, each with a once-per-battle power
Battle objectives8
Board sizes4, from 8 by 6 to 18 by 14 tiles, with a minimap on the large boards
Biomes4
Weather and season types8
Deployments3, each with a boss
Heat levels10
Enemy skill ranks7
Soldier traits29
Field upgrades and town spoils63 and 48
Events34, plus a market between battles
Endless38 Mutators and 40 Overload boons
Outpost buildings12: 9 that upgrade over three levels, and 3 defence pieces
Achievements61, five of them hidden
Interface languages6
Sound42 sound effects and 17 music tracks, made by code written for the game

Descriptions

One line

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

Short

Turn-based tactics where every shot shows its real hit chance. Shoot cover to rubble, flank, hold overwatch, then bring your veterans home to an outpost you build between roguelike runs. Win a run and go deeper into Endless.

Logos

Transparent PNG files, 1280 by 278 pixels. Use the version that contrasts with your background.

Key art

Key art has no logo on it. It was made with ChatGPT image generation, as described under How the game was made below.

Screenshots

Eight captures from the running game, at 1920 by 1080 pixels. They are not generated images. Each link downloads the full PNG.

A tank fires at an infantry soldier. The panel shows a 78 percent chance to hit, 9 damage, and the odds of the infantry firing back.
Hit chances on screen before the shot. PNG
A tank fires at infantry from the side of a low stone wall. The panel says a side hit halves the cover and raises the critical chance from 10 to 25 percent.
A shot from the side halves the cover. PNG
An isometric battlefield with blue tiles that show where a unit can move, and red hatched areas that show enemy reach.
Movement and threat shown on the board. PNG
The outpost seen from above: a grid of level 3 buildings, including the Command Post, Barracks, Artillery Park, Radar and a Workshop, with salvage, intel and soldier counts in the top bar.
The outpost, built between runs. PNG
The deployment map: a branching route of battle, reward, event and boss nodes, with four named soldiers and their levels listed below.
The deployment map. PNG
A large battlefield of rivers, mountains and forest, with many units on the board and a minimap in the top left corner.
A massive board with a minimap. PNG
An Endless battle on a snowfield. Teal tanks and infantry face orange-red vehicles among snowy pine forest, with a weather note in the corner.
Endless mode, a winter battle. PNG
A grassland battle with teal and orange-red units, each with a health count, and a commander power on the top bar.
A battle from the Daily challenge. PNG

What is not true yet

These are the limits of the current build. We would rather say them first.

  • No physical controller has been used. Controller support has been tested with simulated input only.
  • We make no Steam Deck claim. A Deck has not run the game.
  • French, Spanish, Brazilian Portuguese and Italian are machine-assisted translations. No native speaker has read them yet.
  • No one outside the team has played the game with a stopwatch, so we publish no play-time figures yet.
  • There is no trailer yet. The page for the video is ready for one.

How the game was made, and the use of AI

  • The graphics in the game (terrain, buildings, units, unit animation frames, effects, icons, portraits, medals and backdrops) were generated by the developer with an image generation model before release. The pictures were then cut apart, cleaned, scaled and assembled with code. Apart from one small colour fix, nothing was drawn by hand.
  • The logo, key art and store capsule art were made with ChatGPT image generation, using the game's own sprites as references. A script composed them. Please describe them as AI-generated.
  • 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, the enemy AI (rule-based) and the interface are written by the developer. The English and German text is written by the developer. The French, Spanish, Brazilian Portuguese and Italian text is machine-assisted.
  • The developer wrote the code with an AI coding assistant, Claude Code.
  • Nothing is generated while the game runs, and the game makes no calls to any AI service.

Using these files

  • You may use the logos, key art and screenshots to cover RubbleFront, in articles, reviews, previews, videos, streams and listings that describe the game.
  • Please do not change the logo's colours or proportions. Cropping the screenshots and key art for layout is fine.
  • Please do not use the files to suggest that Purplelink LLC endorses a product, service or person, and do not sell them or print them on goods.
  • Crediting Purplelink LLC, or linking to the Steam page once it is live, is appreciated.
  • These permissions cover the images only. They do not license the game, its code or its other files.

Press contact

Questions, interview requests and review copies: ben@purplelink.llc.

Purplelink LLC, Atlanta, Georgia, USA.