Control & Conquer
GROUND CONTROL vs. COMMAND & CONQUER
You've got a chunk of procedurally generated island, one scout buggy, and a burning need to turn crystal deposits into a small army. Nobody's stopping you. Nobody's helping you either.
What you'll actually be doing:
- Chart the fog of war until the base station unlocks — the island isn't going anywhere, but your patience might
- Keep a crystal harvester fed and mostly not stuck on a hillside
- Build tanks, gun turrets, and sensor towers, because "peaceful economy sim" was never the pitch
- Deploy defenses and sell them back for parts when your field engineer has a change of heart
- Take it online with real lockstep multiplayer — every desync is a shared experience now
- Or skip the humans and go up against AI opponents across four difficulty settings, from gentle warm-up to personally offended
Also, because someone asked:
- Full 3D terrain, not a hex grid wearing a costume
- A minimap that tells you what's actually happening — groundbreaking, we know
- Cloud saves, so your crumbling empire survives a browser refresh
- Runs entirely in-browser. No install, no launcher, no nine sequels of DRM
Built with Three.js. Bring a laptop and low expectations for your economy.

| Updated | 2 hours ago |
| Published | 1 day ago |
| Status | Released |
| Platforms | HTML5 |
| Release date | 1 day ago |
| Rating | Rated 2.0 out of 5 stars (1 total ratings) |
| Author | Simon |
| Genre | Strategy |
| Made with | Three.js |
| Tags | 3D, base-building, browser, Low-poly, Multiplayer, Procedural Generation, Real-Time, rts, Singleplayer |
| Code license | GNU Lesser General Public License v3.0 (LGPL) |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse, Touchscreen, Smartphone |
| Multiplayer | Local multiplayer, Server-based networked multiplayer |
| Player count | 1 - 10 |
