Target audience
Players who love Advance Wars' battles but found its campaigns a game of "Simon says", and its versus maps a reset to zero after every match.
They want to think every move through at their own pace, in a world where each battle counts for something.
The interface stays small: context menus that only show what's possible right now, a capped number of units, and layers that hide when they're not in use.
Reactorcore









