Turn-based artillery combat, engineered for quick sessions.

Build a fortress. Dial in the shot. Take what you earn.

BallisticBattles is a short-session, skill-forward artillery game where you raid AI-controlled snapshots of real players’ bases. Progress in minutes, not hours.

Web • Mobile • Facebook Games 5-minute matches Server-authoritative physics

Battle Snapshot

Turn Timer

45s

Weapon

Basic Shell

Result

Direct Hit

Base Status

Credits / min 10
Metals / min 4
Protected Credits 320

Energy

Charge
Full recharge in ~3 hours

Core Loop

Short, readable sessions with real progression.

01

Collect resources

Claim Credits and Metals from your base before overflow kicks in.

02

Start a raid

Attack an AI-controlled snapshot of another player’s territory.

03

Fire with intent

Angle + power + timing. Server physics make every shot count.

04

Upgrade & repeat

Reinvest into your tank, bank, and base to stay ahead.

Battle Systems

Turn-based artillery, without the sweat.

  • 1v1 matches against AI-driven defenders.
  • Single action per turn with a 45s soft timer.
  • Server-authoritative arc, collision, and terrain deformation.
  • Short 5-minute encounters to fit real life.
Terrain edits: carve / fill Asynchronous PvP Light risk, real stakes

Terrain DNA

Each territory is rebuilt from a seed + ordered edit ops, so battles feel personal and replayable.

SEED 9F2A-4C9B
CARVE (412, 278, 68)
FILL (586, 304, 42)

Easy to replay, impossible to spoof.

Economy

Earn fast. Protect smart. Spend on power.

Resources

Credits and Metals drive everything — upgrades, repairs, and future defenses.

Bank Protection

Shield a flat amount of Credits from raids. Upgrade for higher safety.

Energy

Meaningful actions cost Energy. Full recharge in about 3 hours.

Raid Rules (MVP)

Steal a small amount of Credits with clear caps and cooldowns — no grief loops.

Steal = clamp(round(S × 0.12), 10, 120)

Attacker receives 80%

Tax removes 20% from the economy

Telemetry

Designed for balance, tuned by data.

Events

match_start, match_end, turn_submit, resource_earn, building_upgrade, raid_resolve.

KPIs

D1/D7 retention, matches per session, average match length, earned vs spent.

Guardrails

Idempotent turns, server-side simulation, and anti-spam cooldowns.

Be first in line for the alpha.

We’re building BallisticBattles in public. Drop your email to get the earliest access.

Alpha access list

Email capture will open when the backend is live.

No spam. Just launch updates.