Nations at Arms
About

The game

Nations at Arms is a real-time grand-strategy game that puts you in command of a nation during World War III. Set in a near-future world where global tensions have escalated into a full-scale conflict, you must navigate the complexities of modern warfare, diplomacy and resource management to lead your nation to victory.

The game offers a variety of maps and simulation modes, so you can experience the entire span of a global conflict in a single session. Using a 2D tactical map, you manage your military units, plan strategic operations and make the critical decisions that shape the outcome of the war. Fighting for your nation’s survival, you forge alliances and outmaneuver your opponents on an ever-changing battlefield all the way to victory.

The game is in active development and will be available for playtesting in the near future. Stay updated with the latest news by following our devlog and joining our community on Discord.

Our promises

What makes it different

Fast and intense

Tactical maneuvers and grand strategy compete for your attention, letting you play through an entire global conflict in an evening.

A real tactical map

Your forces appear as authentic NATO military symbols on a realistic 2D map based on real-world geography.

Simulated in depth

Battles are decided by positioning, unit capabilities and supply lines, creating a realistic and highly strategic experience.

Many ways to win

With dozens of specialized units and different strategies, there is no single way to win.

No pay-to-win

We promise a fair and balanced experience for all players without any pay-to-win elements.

Community-driven development

We share regular updates, discuss decisions on Discord and let your feedback shape the game.

FAQ

Frequently asked questions

How will the game compare to existing titles?

Nations at Arms is all about fast-paced strategic warfare. Depending on the chosen game mode, you can play a whole match in one evening. Battles are not just decided by army strength: positioning, combined arms, logistics and unit-specific strengths all play a big role, so with the right tactics you can win a fight even when you’re outnumbered. There’s a large variety of units and you get detailed control over movement, formations and tactics.

Finally, the game doesn’t have any pay-to-win elements and it will be available across all devices.

What’s the current state of the game?

The game is fully playable and most of the core features are finished. You can play full matches on the Europe map against AI. There’s also a world map, but it isn’t finalized yet and is still missing ship travel.

Naval warfare and missiles are planned for the beta, along with multiplayer. The foundations for multiplayer are already in place, but the first playable version will be singleplayer against AI nations. I’m also not fully satisfied with the visuals yet and there’s still a lot of optimization, bug fixing and balancing to do.

When can I play?

There’s no fixed release date yet — the game will be released when it’s ready. Early alpha playtests with a limited number of players will start soon, though. The roadmap gives a general idea of what’s ahead and the dev updates in the news show what I’m working on right now.

The best way to stay up to date is to join our Discord. That’s where I announce playtests first, share progress and ask for feedback.

How long does a match take?

I haven’t made a final decision on which game modes to offer yet, but the game supports a wide range of speeds. Depending on the mode, a match can take anywhere from one to six hours — or, if players want it, several days.

The focus is on fast matches you can finish in one evening. Slower modes are an option for players who prefer to check in a few times a day.

How many players are in a match?

Every player leads one nation, so the number of players depends on the map — more precisely, on how many of its nations are large enough to be playable. That’s about 8 on the continental Europe map, 13 on the full Europe map and 70 on the world map.

Smaller maps make for shorter, more intense matches, while the world map lets you play a full-scale global conflict.

Are the countries and weapons real?

Yes. You lead a real nation on a map built from real-world geography, population and resource data. Your forces are shown as authentic NATO military symbols. The units are based on modern military equipment, each with its own strengths and weaknesses.

The scenario itself is fictional: a near-future world where global tensions have escalated into a Third World War. Every match starts from scratch and how it ends is up to the players.

Does it run in the browser?

Yes. The game runs right in your browser — there’s nothing to download or install. Once playtests start, you just open the website and play.

Since everything runs on the server, you can pick up your game on a different computer at any time. For now, a desktop or laptop gives the best experience; mobile support comes later (see below).

Will there be an iOS and Android app?

You bet! But while the game is in early development, it isn’t a priority. Once the desktop version is stable, I’ll focus on optimizing the game for mobile, which is mostly UI work and performance improvements. After that, releasing it on the App Store and Google Play is straightforward.

Will there be a desktop client?

There’s no technical limitation to building a native desktop app. If there’s demand for it, I’ll definitely do it at some point — and bringing it to Steam and other stores won’t be an issue either.

Who’s behind it?

You might have read a lot of “we” and “our” on this website, but it’s actually just me — a solo developer.

I’ve been a passionate developer for more than ten years. After years of building software in other fields, I wanted to create something of my own again. I’ve always loved RTS games, especially the idea of a large-scale World War III simulation, but I felt the genre was still missing the perfect game. None of the existing titles matched what I was looking for: large-scale, fast-paced, not pay-to-win and accessible on mobile.

Will it be free to play?

Yes. The game is free to play and everything that affects the outcome of a match can be earned by playing. Whatever I end up offering to support the game will never give paying players an advantage.

How will the game make money?

As a solo developer, I don’t have the costs of a large studio. Still, if I keep investing as much time as I do now, I need to be able to make a living from the game.

I’ll have to try out a few things and I’ll do that transparently with the community. My highest priority is that the game stays fair at all times — paying players never get an advantage. If the game becomes popular, it won’t take much to pay the bills.

Is the game made with AI?

I’ll be honest here: even with plenty of experience, it’s impossible for a solo developer to build a game this complex completely unassisted. AI is what allowed me to start this project in the first place — but that doesn’t mean the game was vibe-coded in a couple of sessions. I started in mid-2025 and have been working on it full time since spring 2026.

Just like the lead of a small studio, I delegate tasks and streamline workflows, but every decision and every key feature is mine.

How can I help?

Glad you asked! As a solo developer, every bit of help makes a real difference. The easiest way is to tell your friends and fellow RTS players about the game.

If you want to get more involved — with art and UI design, feedback or bug reports — have a look at help wanted on the community page.