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
| Title | RubbleFront |
|---|---|
| Developer and publisher | Purplelink LLC, Atlanta, Georgia, USA |
| Genre | Turn-based tactics with roguelike runs, and an outpost built between them |
| Players | Single player |
| Platforms | Windows, macOS (Apple silicon and Intel) and Linux, through Steam |
| Release | Spring 2027 |
| Price | $14.99 planned, with a 10 percent launch discount. Steam sets prices in other currencies from the US price. |
| Languages | 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. |
| Input | Keyboard and mouse. Controller input is built in and has so far been tested only with simulated input. |
| Engine | Godot 4.3 |
| Online features | None. No accounts, no multiplayer, no in-game purchases. |
| Steam store page | Not live yet. |
| Contact | ben@purplelink.llc |
Counts from the game data
Counted from the game's data files on 11 October 2026.
| Unit kinds | 9 |
|---|---|
| Commanders | 3, each with a once-per-battle power |
| Battle objectives | 8 |
| Board sizes | 4, from 8 by 6 to 18 by 14 tiles, with a minimap on the large boards |
| Biomes | 4 |
| Weather and season types | 8 |
| Deployments | 3, each with a boss |
| Heat levels | 10 |
| Enemy skill ranks | 7 |
| Soldier traits | 29 |
| Field upgrades and town spoils | 63 and 48 |
| Events | 34, plus a market between battles |
| Endless | 38 Mutators and 40 Overload boons |
| Outpost buildings | 12: 9 that upgrade over three levels, and 3 defence pieces |
| Achievements | 61, five of them hidden |
| Interface languages | 6 |
| Sound | 42 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.
One colour, black
One colour, white
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.
Landscape, 1672 by 941 pixels
Portrait, 1086 by 1448 pixels
The same scene, cropped for a tall format. Preview not shown here to keep this page light.
Screenshots
Eight captures from the running game, at 1920 by 1080 pixels. They are not generated images. Each link downloads the full 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.