Frontline is a competitive shooter with a commander on top of it. One player per team never fires a shot — they play from a top-down view, spending requisition on turrets, forward spawns and UAV stations. Everyone else fights on the ground in first person and lives or dies by what their commander built.
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Requisition, a build palette, a power budget and the whole arena at once. He never fires a shot. Every structure on the field is a decision he made.
Ten metres of dust, one wall, and whatever the commander did or didn't build behind her. She finds out which in about four seconds.
Neither one of them can win alone.
That dependency is the entire game.
It isn't a shooter with a build menu bolted on. The economy runs through the infantry fight, and the infantry fight runs on what the commander spent.
Turrets aren't autonomous decorations. A soldier walks up, presses E, and becomes the thing standing between the enemy and your HQ. One player spent 200 requisition on a hunch; another player is now cashing it.
Commander cost 200 REQ

Build past your energy capacity and the entire team's structures shut off at once. Not a warning, not a debuff — every turret you own goes quiet simultaneously, until the commander fixes it.
Capture points feed the commander's requisition. So the infantry push isn't just territory — it's income. Ground taken becomes buildings placed becomes ground held.
The soldier can't see the build menu. The commander can't see down the scope. Each one is making decisions on incomplete information, betting that the other one is doing their job.
Walk inside a UAV Station and you take control of a flying spotting drone, marking enemies for your team. Your body stays parked on the pad — awake, exposed, and someone else's problem. Cooldown-gated; three stations maximum.
Every structure on the field draws power. Cross the line and they all stop working at the same instant — the turret she's standing on included.
Interactive illustration of the mechanic. Power capacity (220) is the value shown in the build's HUD; per-structure draw is not depicted.
Costs are read straight out of the current build's rules. Rebalancing moves these numbers.

Automated fire on a lane — until a soldier mounts it and takes over.
Player-mountable
Moves the front line. The single most aggressive thing a commander can buy.

Walk in, fly out. Take control of a spotting drone and mark targets from above.
Max 3 per team
Resupply point. The cheapest way to keep a push alive.

Upgrades for the people doing the shooting.

Forward command. The most expensive commitment on the board.

The exception: extractors are built by soldiers in the field, not by the commander.
Built by infantry
Where each team starts and what each team is trying to take down.

The baseline weapon everything else in the sandbox reads against.
Every class carries three weapons: a primary, a sidearm, and a support slot — Burst Launcher, Repair Torch, Siege Cannon or Vector SMG. Stats below are read from the current build.
Placeholder modelThe baseline everything else reads against.
Placeholder modelRepairs structures and claims resource nodes twice as fast.
Placeholder modelSlowest on the field, best siege damage. Breaks stalemates.
Placeholder modelFastest thing alive. Spreads the map, weakest in a straight fight.
Note: character models shown are hard-surface placeholders — included for silhouette and loadout reference only. They are not the character-art target.
Oxide-red structures, one HQ, one commander, and the same 140 metres of sand to cross.
Cold navy structures, mirrored base, and a commander watching the same board from the other side.
Wall
Corner
Pillar
Crate
Barrier
Ramp
Platform
Pipe runCrates, low barriers and cover break apart under sustained fire — 292 of the objects on the field are destructible, so the cover you planned your push around may not be there on the way back.
Commander · arena overview
Commander · structures placed
Commander · base layout
Infantry · ground view
Infantry · aiming down sights
Infantry · turret mountedAll images captured from the current pre-alpha build. Environment, structures, weapons, HUD and lighting are representative.
Eight cards covering the pitch. Free to repost — click any card to open the full-size image.
Frontline is a playable pre-alpha built by a small team. Here is what that means, stated plainly, so nothing on this page oversells the build.
The trooper models are hard-surface stand-ins — cube heads, no faces. They're shown here for silhouette and loadout reference only.
No mocap, no rigged skeletons. Movement and weapon handling are procedural.
Nothing drivable. The only thing that flies is the small spotting UAV.
Bots fill out both teams so matches run, but AI quality is not something we're claiming as a feature.
Wishlists open soon. No release window and no pre-order — no date, no price. When that changes, it'll change here first.
The environment, structures, weapons, HUD and lighting you see on this page are the real build — not concept art, not a target render.
Drop your email. We’re building Frontline in the open and inviting people in to playtest as we go — new systems, balance passes, and the first hands-on builds. Early testers get in first. No spam, unsubscribe anytime.