Constructor
Raises the base's buildings. Without it there's no unit production and no growth.
- Health
- 50
- Shield
- 50
- Vision
- 4

In development · test matches open
Build your base around the Government, keep your people fed and send your troops through the fog. Once everyone confirms, the server resolves the round and you watch everyone's plans collide.
How a round works
There are no player turns. Each round has three phases and every player, human or bot, goes through them at the same time.
Queue orders with your Action Points: build, move troops, hire, trade at the Bank. You see what each order costs before you give it.
When you're done, mark the round as ready. You can reorder, pause or cancel orders while the others decide.
The server runs everyone's orders at once and you watch it as a replay: marches, clashes, buildings going up and whatever the fog lets you see.
What's at stake
Winning is simple to explain: destroy the enemy Government. Getting there depends on everything else.
Forests, pastures, lagoons, oil wells and steel mines run dry. Every extractor needs workers and energy coverage.
Every individual consumes food and water. Ration them and their satisfaction drops; let it bottom out and they desert.
You only see what your units and buildings can see. You can order buildings blind on unexplored ground, with all the risk that implies.
Upgrading gives more Action Points and troop cap, and unlocks factories, launch pads and defenses. If it falls, you're out.
Resource bartering and loans paid back over a few in-game weeks. Handy to get out of a tight spot; dangerous if you pile up debt.
Free-for-all or teams, up to 4 versus 4. Empty seats are filled by bots that plan with evolutionary search.
Terran Faction
Civilian units keep the economy running; military units are recruited in buildings that require a higher-level Government. Values are provisional: balancing is still open.
Raises the base's buildings. Without it there's no unit production and no growth.
Runs extractors and generators, up to four per building. Dies if its building falls.
Crosses the map at high speed, digs into the subsoil and detects invisible units.
Basic, versatile infantry. Depending on the weapon, it hits light or heavy targets, ground only or ground-to-air.
Doesn't attack. Its abilities strengthen allies and weaken the enemy.
Carries light troops. Defends itself with a turret and lays contact mines.
Medium-range assault with area damage against light units, plus anti-air fire.
Ground bombing and ground-to-air attack. Can carry light units.
No attack. Opens dimensional portals that teleport troops.
Map creatures
Neutral creatures that belong to no player. The docile ones wander their own habitat and give Food to whoever hunts them. The aggressive ones guard the reward containers and the resource pools: they attack any troop or building in sight, chase it, and go back to their post to heal. Their level (1–5) sets the range their health, shield and damage are rolled from.
A swift grazer with glowing veins. Roams the grasslands.
Big, fluffy and slow: the richest hunt on the grasslands.
An amphibian that hops along the shores of the lakes.
Floats along the shores of the oil lakes.
An armored burrower of the open plains.
Ambushes with its claws, close to the water.
An alien soldier that fires laser pulses from 4 tiles away.
A mechanical spider: its web slows its prey for 2 rounds.
Spits acid: half the damage goes straight through the shield.
A fast serpent with a vicious bite.
Its wings spread a poison cloud over a 3×3 area.
A brute whose claws are made to break heavy armor.
Its blow stuns the target for a whole round.
Breathes fire over a 3×3 area that keeps burning.
Its ray arcs through up to 3 nearby targets, weaker at each jump.
Mechanical. Its horn shoves troops back and its racks fire missile salvos over a 3×3 area.
The apex predator: area claws that slow, and a blue flame that breaks every shield it touches.
Screenshots
Screenshots from the current development build. Click one to see it full size.
Museum
Axiom Wars started out as a terminal client. These are the versions it has gone through, from oldest to newest.
Terminal client. The map in ASCII characters and orders typed by hand: build, move, end.
First window. Flat-colored tiles, buildings shown as letters and buttons to build.
First textures. Drawn water, forest and earth, a minimap and the first illustrated building.
Illustrated buildings. The Government, the Bank and the icon-based build panel arrive.
Workers on display. Each extractor shows below it how many of its four slots are filled.
New terrain. Redesigned grass, lakes and forests, with buildings outlined in the player's color.
Simultaneous rounds. Order queue, side build panel and the energy area shown when placing a building.
Planning on the map. The Constructor chains move-and-build orders, arrows mark its route and the grid shows the Government's energy area.
Simultaneous resolution. Magnifiers follow the actions that happen at the same time while the round resolves.
Numbered orders. Numbered order queue, overlapping areas of effect and an Explorer heading to its destination.
Panel by unit. The side panel shows each unit's weapons, abilities and passives next to the pending orders queue.
Wikipedia. An in-game archive of buildings, units and creatures with every figure.
Technology. Each unit's weapons, active abilities and passives by Government level, bought from one window.
Swipe to move along the timeline →
Community
On the Discord we organize test matches, announce every new build and collect bug reports and balance ideas.
Open DiscordDownloads
assets folder next to it.Credits
RaseC
Chara
RaseC
Niji·Journey AI