Warp in
Units, buildings and upgrades all warp in around your structures. They are visible to your opponent and vulnerable while they form.
1v1 · Real-time tactics · Invite-only alpha
Into the Breach's precision. StarCraft's economy. Kung Fu Chess's no-turns chaos. Both players act at once, every ability runs on a cooldown, and every order is a commitment.
Units, buildings and upgrades all warp in around your structures. They are visible to your opponent and vulnerable while they form.
There is no turn order. An ability fires the moment its cooldown is up, on a server tick both players share.
No auto-cast, no attack-move, no idle fire. A unit acts only when you tell it to, and a missed shot still spends its cooldown.
How it plays
Destroy the enemy HQ, or capture resource nodes and hold them until your tug-of-war score reaches the threshold first.
There is no map pool. Every match is procedurally generated from a seed, and sharing a seed recreates the exact same map.
Fog runs on the server, so you only receive what your units can see. Elevation blocks line of sight, and cloaked units vanish completely.
Upgrade a building for extra parallel cooldown slots, or build another one to warp in somewhere new. Forward Warp Points take the fight to the front.
There is no minerals and gas split. Your HQ mints income, and captured nodes score points, so economy and objective pull you in different directions.
Every stat, cooldown, range and ability lives in one config file. Custom rooms accept your own, and the built-in balance editor helps you write it.
The roster
Each unit has up to four abilities on Q W E R. There is no basic attack that fires on its own. Every shot is a button you press.
Close-range bruiser
Ranged trooper, special ops
Long-range artillery
Support
Modes
Invite-only alpha
Vexillum Parabellum is in a closed alpha. Accounts are created from invite links handed out by the team and secured with passkeys. There are no passwords and no third-party logins.