FRONTLINE: WAR’S END is a real-time strategy game about land, people, and the choices you make with them. Eight nations share a world of islands. Grow your economy, defend your borders, and decide when to fight or make allies.
Plan and command fronts
- Campaign controls. Click neutral or enemy land to attack immediately. Click again to reinforce the nearest matching attack with the Fighters per click amount, up to once per second. Active attacks lists troops remaining, casualties and captured land; Withdraw returns surviving troops. Click an attack heading to find it on the map. Deployed fighters do not earn civilian income. Bots can build and fire artillery, escort landings, reposition cruisers, and bombard coastal targets.
Start here
- Choose your home. You have 20 seconds to pick starting land. A continent or large island gives you room to grow. If you do not choose, the game picks for you.
- Expand first. With Orders selected, click neutral land to expand or a neighboring enemy to invade. Start with nearby neutral land: taking it costs far fewer lives than war.
- Build a foundation. Add cities, claim a crystal deposit for a harvester, and keep people in reserve. Then choose whether to fortify, research, or cross the sea.
Your people are your strength
- Send a wave. Fighters per click sets how many residents you send: 1,000 to 50,000. Each accepted click sends that amount from the island where the front is fighting. Click again to reinforce, up to once per second. Orders with too few residents are rejected without cost.
- Keep a reserve. Nearby residents also help hold the land. More reinforcements strengthen and speed up a front, but deployed fighters no longer earn civilian income. Battles kill people. Stop a front from your nation panel to bring surviving fighters home.
Build an economy and connect your islands
- Cities Add housing, residents, and income. Population grows over time, and each additional city costs more to build.
- Harvester Build on an owned crystal deposit for extra income after a 30-second activation. You can own up to four harvesters for $750 each, earning $5/sec each and one shared +10% income bonus.
- Harbors and transport relays Both must touch water. Harbors launch ships. A transport relay lets reinforcement clicks on its island draw residents from across your nation. Losing the relay cuts that connection.
- Placement Build inside your territory and leave space between structures. Some buildings need enough land, and others take time to activate. The Build menu and map preview show costs and placement limits.
Protect your borders and skies
- Defense posts Strengthen nearby defense on the same island and reduce defensive casualties. These passive bonuses work immediately; overlapping posts do not stack their bonuses.
- Defense Mobilization After placing a post, buy this $25,000 nation upgrade to unlock automatic fighters at all your posts. Set Defense Fighters to choose each squad size. Squads reclaim breached land you previously owned, need local residents, and take time to replenish.
- Air defenses Launch available interceptor rockets when missiles enter their 40-cell coverage, even against stronger threats. Overlapping batteries combine fire and prioritize missiles closest to impact. Basic missiles and artillery need one hit; missile research raises this to 2/3/4. Defense research increases each magazine from two rockets to 3/4/5. One interceptor replenishes every six seconds without resetting on fire. Imminent volleys prioritize threats that can be stopped. Missiles surviving partial interception retain full damage.
Take the fight overseas
- Artillery Build artillery on owned land for $1,800, leaving 14 cells between positions. After 15 seconds, use Fire Artillery in Offensive or select a position. Red circles show the 48-cell range. Each click fires one $250 rocket from the selected position or another ready position covering that target. Each position holds four rockets, fires at most once per second, and reloads for 40 seconds when empty. Rockets have a four-cell blast radius and consume one air-defense shield charge. Click outside coverage, press Escape, or choose Orders to cancel targeting. An outside click only cancels; it does not attack.
- Boat landings Use Offensive to send a boat from a harbor to a coast. Landing Force sets 1,000–10,000 fighters per boat. Survivors establish a beachhead and advance inland. More boats can reinforce your overseas shores. Protect the launching harbor: losing it destroys its boats still at sea.
- Coastal batteries Build on your coast for $3,500. After 20 seconds, batteries fire every 4 seconds at hostile ships within 24 cells. They damage cruisers and landing passengers. Spread them along important approaches; enemy missiles can destroy them.
- Cruisers Deploy from a ready harbor to patrol the water and automatically attack hostile ships. Select a cruiser to move it. Its command upgrade unlocks paid missile strikes against hostile coastal land.
- Missiles Build a missile site, then use Offensive to launch a strike. Missiles kill residents, destroy enemy buildings, and leave blast-cleared land neutral. Sites reload between shots, and air defenses can intercept the attack.
Research and nation perks
- Military research Makes enemy conquest faster and reduces attacker casualties.
- Defense research Increases interceptor capacity and range for dedicated air defenses.
- Missile research Increases blast radius and the shield charge a missile consumes.
- Engineering Center Build an Engineering Center for $40,000. After 30 seconds it unlocks Research, where Military, Defense and Missile upgrades cost $10,000, $25,000 and $50,000 per branch. Losing your last ready center locks new purchases; purchased bonuses remain active. Captured centers reactivate in 30 seconds and transfer access, never the previous owner’s research.
- Nation perks Find these in Nations & perks. Civic planning speeds population growth; Supply network makes local expansion cheaper; Field defenses adds defensive strength. Perks may require a minimum amount of land as well as money.
Alliances and victory
- Choose your allies. Right-click a nation on the map (or long-press on touch screens) to open the diplomacy wheel. Invite a nation to an alliance or end an existing alliance. Incoming requests appear with accept and decline buttons; you can also manage them in the nation list. Allies cannot attack each other.
- Claim the world. Win by holding 90% of all land yourself or with a group whose members are all allied to one another. Being the only surviving nation also wins. Losing your capital hurts growth and defense, but does not immediately eliminate you.
Controls and game modes
- Move around. Drag or use WASD to pan, scroll to zoom, and press Home to fit the map. Escape cancels the current tool. Select buildings and ships to inspect them; the ? button opens the detailed rules during a match.
- World size Choose Standard or Large before starting Solo or joining a lobby. Large worlds have more land and longer voyages. Multiplayer matches players who selected the same world size.
- Solo Play against seven AI rivals. Space pauses, and the speed control lets you set the pace. While paused, orders and timers are frozen.
- Join Lobby Up to five humans play among eight nations, with AI filling empty seats. Lobbies wait up to 30 seconds before starting. Multiplayer runs live for everyone, so you cannot pause it.