CONTROL & CONQUER v2.0
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.
| Published | 3 days ago |
| Status | In development |
| Platforms | HTML5 |
| Author | Simon |
| Genre | Strategy |
| Tags | 3D, bots, deathmatch, defence, Multiplayer, Procedural Generation, Real time strategy, Singleplayer, Tanks, War |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse, Touchscreen, Smartphone |
| Accessibility | Subtitles, Interactive tutorial |
| Multiplayer | Local multiplayer, Server-based networked multiplayer |
| Player count | 1 - 20 |
