RULE THE CITY

// artillery crab-mecha warfare on real city terrain — Rule the Waves, on land
A paused-real-time tactical wargame: design walking warships, fight direct-fire gunnery duels hull-down across the real 3D topography of Sydney. Detection, ballistics, armour immunity zones, fog-of-war — grounded in real naval & artillery doctrine.
NEW TACTICAL BUILD · detection + optics + charge-zone ballistics

▶ Play the Tactical Map

Real Sydney terrain, the DETECTION game (line-of-sight is not spotting), unknown→side→class identification, direct/indirect charge-zone ballistics, targeting optics with thermal & rangefinder, armour immunity zones, formations, comms net, ghosts, shoot-and-scoot, and a music score that escalates with the fight. Buildings/roads optional.

SYDNEY · DETECTION · BALLISTICS · OPTICS · MUSIC

The Foundry — new

The reworked crab designer: 3D model centre-stage surrounded by build options, an interactive 2D blueprint, weight-distribution, real gun shapes, armour bands and the derived immunity zone vs your own calibres.

NEW DESIGNER · 3D + BLUEPRINT

Foundry (classic)

The original warship-style designer: chassis, per-zone armour, guns at A/B/X/Y/wing stations with cones of fire, modules, immunity zone & class.

DESIGNER · CONES OF FIRE

Research / Tech

A stochastic, year-gated tech tree (2025–2070): machinery, armour, chassis, fire control, drones & EW — detection & concealment tiers feeding the Foundry.

STOCHASTIC · ERA-GATED

Wiki & Guides

Controls & Quick Start, Tactics Guide, Detection & Concealment, Fire Control & Armour, ballistics, the Foundry, campaign & the world lore.

CONTROLS · TACTICS · LORE
Tip: P perf HUD · H Digital View · V targeting optic · I full-intel. Buildings/roads off by default for smooth play — enable in overlays.