
Procedural Tactical Hex Maps
The battlefield generator builds hex maps from biome rules, cover budgets, and elevation bands so each mission asks for a different route through the fight.Procedural Generation
A modern 3D tactical mech-combat game - command a squad of pilots and towering battle robots in a long war against hostile machine forces.
Command a squad of pilots and towering battle robots in a long war against hostile machine forces. Between missions, run a forward base - outfit your machines, tend your pilots, pick your next fight.
Hex maps, heat, line of sight, and loadout decide battles.
Chassis, weapons, shields, and components create distinct combat roles.
Pilots gain skill, accumulate stress, and cost something when lost.
Every mission feeds repair, outfitting, and pilot care.

The battlefield generator builds hex maps from biome rules, cover budgets, and elevation bands so each mission asks for a different route through the fight.Procedural Generation
Large hex maps use area-based hierarchical search so movement previews stay responsive when tactical options expand.
Search Model
Hierarchical A*
Design Goal
Responsive previews

Early visual explorations - pilots, machines, and the forward base.
Concept art for pilots, machines, and the forward base is in progress. Final art and captions will replace this note.

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