Info about GroundInFlames:

Official game description:
The War Where Everything Counts
GroundInFlames — real-time tactics about modern combined-arms warfare,
top-down view. There is no base to build up, and no army that
appears out of thin air. There is a sector of the front, trenches, treelines, villages, and resources you can use, of which you have a limited amount
A Trench, Not a Map
-------------------
*   **Squads, not units.** Soldiers take cover on their own, go prone under fire, get suppressed and break morally. A suppressed squad will not carry out an order — you have to pull it out and let it recover.
*   **The terrain works.** Trees, bushes, walls, smoke and folds in the ground cut visibility. The canopy is treated as a separate layer: shelling strips the foliage, and a treeline whose forest has been shot away stops providing cover.
*   **Fortification.** Trenches get dug, dugouts get built, communication trenches connect positions. All of it wears down under fire and collapses.
*   **Building assaults.** You don't have to spend valuable infantry on a pointless assault of a fortified building — it's enough to blow the wall apart with a tank and enter through the breach you've made.
The Drone War
-------------
*   **FPV**. Drone mechanics are among the most important in the game, and we managed to build them so that they don't cause discomfort when playing the technical side, while being just as effective as in reality.
*   **Recon drones**. The same kind of UAV as FPV, differing only in field of view; carries no armament
*   **EW and signal.** Every operator has their own frequency on which they launch the drone, and EW systems have their own operating frequencies — they may not match, and then the drone won't be jammed.
Armor and Module Mechanics for Vehicles
---------------------------------------
*   Penetration accounting for impact angle; ricochets and non-penetrations are also present.
*   The running gear is a separate layer in front of the hull side. A shell can tear off a track, can pass through it into the side, or can do both.
*   The crew has positions: driver, gunner, commander. Infantry riding in an open bed is vulnerable to bullets
*   Ammunition detonation, a burning vehicle, and a fire that lives a life of its own.
*   Anti-drone cage armor is not decoration: the grille disrupts the shaped-charge jet and scatters fragments on the side the hit came from.
People Run Out
--------------
*   **Mobilization resource** replenishes slowly — show success at the front and you'll get more volunteers
*   **Forced conscription** gives you people immediately and adds discontent in the rear. A rear that has stopped working means no quality supply.
*   **Prisoners.** You can take enemy soldiers prisoner
*   **Wounded and medics.** A wounded man can be dragged out, or can be lost while you're deciding whether it's worth going after him.
Fog of War
----------
Each side knows exactly what it has seen with its own eyes, and exactly from the
moment it saw it. A burned-out vehicle stays intact on the enemy's map
until someone goes and takes a look. Shelling from twenty kilometers away: you won't see the effects of your hits, though you'll know the positions you struck.
And Also
--------
*   Direct control of every unit in the game, if you feel like doing the work yourself.
*   Mortars, smoke, grenades, RPGs, heavy machine guns on vehicles.
*   Supply: Deliver supplies to the front on time.
*   Key points, scoring by margin, a battle log that records every clash with the enemy — what happened while you were looking the other way.
*   Russian and English interface languages.

Release date: Nov 10, 2026

Categories: Real-time Tactics, Combined Arms Warfare, Direct Control, Fog of War, Supply Line Management, Drone Control, Destructible Environments, Trench Warfare


- Hardware Profile:
  - Summary: The Windows cohort with less than 8GB VRAM reports strong performance, with one user noting 120 FPS even while recording.
  - Sample size: 24 (20% coverage)
  - Audience skew: Review sample is mostly Windows-based.
  - Windows <8GB VRAM (positive, 13 reports): Users report the game running well, including 120 FPS while recording.
  - Caveats: 24 of 120 reviews expose hardware metadata.; Review sample is mostly Windows-based.
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: The four-hour and eight-hour statements are cumulative playtime reports, not completion, story, session, or endgame durations. The sub-10-minute statement describes a single match or scenario outcome, not full game completion or a typical session length. The translated review states there is no solo campaign, so story completion is unsupported. No review provides a full-game completion time, campaign/story duration, typical session length, or endgame playtime.
- Time-to-fun:
  - Summary: The game is often described as fun or loved early, but one explicit report says it becomes repetitive and boring after 2 or 3 matches. Missing tutorial, poor AI, and poor movement are recurring friction points, with some players saying these issues kill the experience.
  - Stance: Fun then drops
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: Missing in-game tutorial; Unclear mechanics for new players; Poor or quirky AI; Poor unit movement; Early access rough or broken state
  - Unlock drivers: External YouTube tutorials such as SkyInFlamesWiki; Self-directed learning for players who find the mechanics straightforward
  - Conditions: No built-in tutorial in early access; New players may be confused by mechanics; AI behavior is poor or quirky; Movement feels like a slog; Early access build is broken for some players; External YouTube tutorials can substitute for an in-game tutorial; Repetition may set in after 2 or 3 matches
- Player Archetypes:
  - Singleplayer Tactical Commander (no buy)
    - Motivation: Immersive singleplayer tactical command with reliable AI.
    - Playstyle: Issues orders, manages routes and logistics, and watches AI units execute tactical plans.
    - Experience: familiar
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: N/A
  - RTS Systems Veteran (no buy)
    - Motivation: A competent RTS with meaningful map control, base building, and challenging AI.
    - Playstyle: Analyzes capture logic, build options, and AI behavior from a genre-expectation perspective.
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: N/A
  - Early-Access Optimist (buy)
    - Motivation: Supporting a promising low-cost early-access game and enjoying its evolving sandbox.
    - Playstyle: Experiments with current content, tolerates bugs, and asks for more vehicles and solo options.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Cautious Fix-Watcher (no buy)
    - Motivation: A stable, fixed version worth buying without lowered expectations.
    - Playstyle: Monitors patches and evaluates whether core problems are resolved before committing.
    - Experience: mixed
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Overwhelmingly positive general reception (weight 0.66): Clusters 1, 4, 5, and 8 all express strong overall satisfaction with the game. Many reviewers call it excellent, fun, or addictive, indicating broad appeal.
- High potential and promising foundation (weight 0.45): Clusters 3, 26, 46, 47, 49, 69, 70, and 78 express strong belief that the game has great potential and a solid foundation. Reviewers expect significant improvement by full release.
- Visually interesting and beautiful structure (weight 0.4): Clusters 2, 18, 30, 54, 81, and 82 discuss the game's visuals. While some find graphics ordinary, many praise the beautiful structure, photo textures, models, and special effects.
- Interesting concept and originality (weight 0.39): Clusters 2, 13, 19, 62, 75, and 85 highlight the game's unique concept and fresh ideas. Reviewers find it interesting, diverse, and a modern take on classic RTS/RTT.
- Strong strategic depth and tactical mechanics (weight 0.36): Clusters 12, 33, 34, 36, 38, 39, and 50 highlight well-developed mechanics such as supply management, prisoner capture, honest fog of war, and drone operations. Reviewers appreciate the planning and tactical choices these systems require.
- Modern warfare features impress reviewers (weight 0.25): Clusters 16, 39, 44, 48, and 86 praise specific modern-combat elements like drones, electronic warfare, artillery, and helicopter flares. These details are seen as immersive and innovative.
- Freeform tactics and freedom of action (weight 0.24): Clusters 14, 21, 48, 66, and 67 highlight the freedom to enter buildings, place obstacles, dig trenches, and control individual soldiers. Reviewers enjoy the emergent tactical possibilities.
- Developers praised for effort and fixes (weight 0.23): Clusters 11, 43, 77, and 79 commend the developers for their hard work, responsiveness, and bug fixes. Reviewers appreciate the ongoing updates and community engagement.
- Easy to learn but hard to master (weight 0.23): Clusters 42, 55, 56, 59, and 72 describe the game as easy to pick up yet deep, with low grind and a simple UI. This balance is seen as a strength.
- Unit and vehicle variety appreciated (weight 0.21): Clusters 10, 16, 83, and 16 specifically commend the wide range of units, including infantry, vehicles, aircraft, and drones. This variety adds to the game's appeal.
- Good value and fair price (weight 0.19): Clusters 9, 57, and 74 suggest the game offers good value for its price. Reviewers feel it is worth trying and reasonably priced.
- Smooth performance and playability (weight 0.19): Clusters 7, 82, and 77 indicate that the game runs well and is playable, with major bugs already fixed. Performance is generally positive.
- Spacious maps and sense of scale (weight 0.19): Clusters 15, 51, 64, and 68 praise the map design and scale. Large battlefields and many maps contribute to a stronger sense of war.
- Sound and atmosphere add immersion (weight 0.19): Clusters 6, 37, and 65 mention sound effects and atmosphere positively. Helicopter flare systems and overall audio enhance immersion.
- Satisfying combat and destruction physics (weight 0.16): Clusters 22, 35, and 88 note that combat feels great and that destructibility and physics are excellent. Tank destruction of scenery to create breaches is especially praised.
- Fun with friends and multiplayer dynamics (weight 0.16): Clusters 45, 58, and 76 mention that playing with friends is fun and that drone swarms are effective in multiplayer, even causing opponents to quit. Controlling both sides is also a highlight.
- Satisfying RTS/RTT craving (weight 0.15): Clusters 52, 53, and 23 compare the game favorably to titles like Combat Mission. Reviewers say it satisfies their craving for a well-made RTS/RTT.
- Trench building and construction fun (weight 0.15): Clusters 44, 67, and 89 specifically highlight digging trenches and building bases as enjoyable activities. The material requirements add realism.
- AI and fog of war fair and challenging (weight 0.11): Clusters 38 and 63 note that the AI does not cheat with map knowledge and seems fair. The honest fog of war is appreciated.

Common complaints:
- Horrendous pathfinding (weight 0.55): Pathfinding is repeatedly criticized as terrible, borderline unusable, and horrendous. This affects both player and AI units, making movement frustrating.
- Poor AI behavior (weight 0.43): The AI is widely described as trash, very bad, and needing significant work. It is not fleshed out and exhibits many issues across all aspects.
- No tutorial (weight 0.31): There is a complete lack of any tutorial, leaving players confused about how to play and what to do on the map. This is a common complaint.
- Unfinished and raw state (weight 0.25): Players frequently describe the game as raw, unpolished, and half-baked, indicating it feels incomplete overall. Multiple reviews highlight a general lack of finishing touches.
- Janky AI movement (weight 0.24): AI movement is quirky and janky, with units getting stuck on walls, trees, or standing still. Many bugs are related to AI movement.
- Currently unplayable (weight 0.21): Several players report the game is unplayable in its current state, especially in singleplayer. They find it too raw to enjoy at the moment.
- Units ignore orders (weight 0.2): Player AI units frequently ignore orders, running in circles or walking into the open to die. This makes command and control frustrating.
- Units stuck on obstacles (weight 0.19): AI units often get stuck on destroyed vehicles and obstacles, refusing to bypass them. This leads to unnecessary losses of troops and vehicles.
- Clumsy vehicle AI (weight 0.16): Vehicle AI behaves stupidly, sending unarmored vehicles into frontal attacks and not using infantry support. Light vehicle AI is especially dumb.
- Presence of bugs (weight 0.15): Players note that there are a few bugs here and there, indicating the game has noticeable technical issues. This contributes to the unpolished feel.
- AI underuses assets (weight 0.11): The AI rarely uses tanks, IFVs, trenches, or defensive structures, making battles less dynamic. This reduces the challenge and immersion.
- Finicky controls (weight 0.1): Controls are described as too finicky and hard to use, making the game inconvenient to play. This adds to the overall frustration.
- Too few vehicles (weight 0.1): Some players feel there are too few vehicles available in the game. This limits strategic options and variety.

Gameplay feedback:
- Supply lines and logistics system (weight 0.36): The game features supply lines, squad ammunition loadouts, and a logistics system dividing supplies into ammo, food, and building resources. Heavy ammunition is limited.
- Diverse unit and vehicle types (weight 0.29): The game includes infantry, vehicles, aircraft, and drones, offering a wide range of units to command. This variety is frequently highlighted by players.
- Direct unit control (weight 0.29): Players can directly control individual soldiers, squads, and heavy vehicles, providing a hands-on tactical experience. This direct control is a core aspect of gameplay.
- Trench building and artillery support (weight 0.28): Players can construct trenches and utilize artillery, including setting up ATGM or ZU-23 positions. These defensive and support options are emphasized in feedback.
- Strategy and real-time tactics (weight 0.28): The game is a strategy title with real-time tactical combat and unit control, often compared to RTS games like Company of Heroes or Men of War.
- Drone operations and swarms (weight 0.25): Players can launch drones, including FPV and recon drones, and even use drone swarms. Drone management is a core mechanic.
- Multiplayer and co-op modes (weight 0.24): The game supports multiplayer against other players and allows playing with friends, either on the same or opposite sides. Joining via code is also possible.
- AI-assisted unit movement (weight 0.23): Units feature AI-assisted movement and are often AI-controlled, balancing manual command with automated pathfinding. This blend is noted by players.
- Command orders and micromanagement (weight 0.2): Players issue command orders to infantry, including micromanaging actions like going prone or shooting. Units can be told to seek cover and board trucks.
- Path drawing and movement orders (weight 0.2): Players can draw movement routes for vehicles and infantry, issue move orders to AI units, and use an assault button feature.
- Large and varied maps (weight 0.19): The game has large maps of varying sizes, including 12x12 and 40x40, though some feel maps have few gimmicks and feel similar.
- Early access and learning curve (weight 0.19): The game is still in development and has a steep learning curve for controls, with mechanics not fully explained by a tutorial.
- Defensive structures and obstacles (weight 0.16): Players can build many defensive structures and place obstacles like barbed wire and mines, including mining roads.
- Vision and spotting mechanics (weight 0.12): Units have a vision/spotting range, and there is a fog of war and reconnaissance system affecting gameplay.
- Destructible environments and physics (weight 0.11): Destructible environments and physics are present, allowing tanks to destroy scenery to create breaches for infantry.
- Prisoner capture mechanic (weight 0.11): A prisoner capture system is included, adding a layer of tactical depth beyond direct combat.
- Reinforcement and progression systems (weight 0.11): A reinforcement system with points and a victory points system for progression are part of the gameplay loop.
- Multiple difficulty settings (weight 0.1): Different difficulty levels, including normal, are available, allowing players to adjust the challenge. This is mentioned as a standard feature.
- Detailed building interiors (weight 0.07): Buildings can be individually entered and troops can be moved around inside them, adding tactical depth to urban combat.
- Armor penetration modeling (weight 0.07): Armor penetration is modeled, adding realism to vehicle combat. This detail is appreciated by players.

Performance notes:
- Smooth performance praised (weight 0.16): Reviewers report that the game runs very well and even achieves 120 FPS while recording. Performance is consistently highlighted as a positive aspect.
- EU server disconnection issues (weight 0.06): A player experienced disconnections from EU servers, indicating potential stability problems in that region. This is a specific connectivity concern.

Recommendations:
- Worth buying at low price (weight 0.25): Many reviewers recommend the game due to its low price tag, stating it offers solid value for little money. They consider it a good purchase in its current Early Access state.
- Refund and wait for improvements (weight 0.2): Some reviewers are considering refunds and suggest returning later when the game is more polished. They believe it may become great with updates but is not ready now.
- Good RTT game recommendation (weight 0.16): The game is highly recommended for those looking for a well-made RTT game. Reviewers find it interesting and worth trying despite technical roughness.
- Positive overall recommendation (weight 0.16): Several reviewers definitely recommend the game and consider it a must-buy. They express strong positive sentiment.
- Potential to be best RTT (weight 0.12): Reviewers see the game as shaping up to be one of the best war sims/RTT games ever if core issues are fixed and new content is added. They express hope for official updates or mods.
- Not for unfinished AI-driven RTS (weight 0.11): Reviewers do not recommend the game for players expecting a finished AI-driven RTS or extensive features. It falls short for those wanting a complete experience.
- Fix core problems or fail (weight 0.11): Reviewers warn that if developers do not fix the core problems, the game cannot be expected to work out. They emphasize the necessity of addressing fundamental issues.
- Raw but confidently buyable (weight 0.07): The game can be confidently bought, but buyers should be prepared for a raw experience that requires improvements and fixes. It is worth buying in its current state.
- Needs more time to understand (weight 0.06): Reviewers suggest giving the game 1-2 hours to understand what to do. It requires some time investment to grasp the mechanics.

Other player notes:
- Early Access status noted (weight 0.23): Multiple reviewers acknowledge the game is in Early Access or alpha and consider the low price fair for this stage. They see it as an acceptable entry point given the current development state.
- Hope for continued development (weight 0.19): Reviewers express optimism that the developers will keep improving the game and wish them success in reaching a polished state. This reflects a supportive but cautious attitude.
- Roadmap focuses on AI and controls (weight 0.15): A Steam roadmap states the developers will focus on improving AI and simplifying controls. Reviewers mention this as a positive direction for future updates.
- Comparisons to Firefight and CtA (weight 0.14): Reviewers compare the game to Firefight and CtA: GoH for its limited battalion mode, with one stating it is 500 times better on PC. These comparisons suggest the game fills a similar niche but with superior execution.
- Small file size and normal specs (weight 0.14): Reviewers note the file size is 1-5GB and configuration requirements are normal, making it accessible. The small download can even fit on a flash drive, which is convenient.
- Mechanically behind its concept (weight 0.12): Some reviewers feel the game's mechanics are far behind its concept and doubt it was properly tested. They believe it needs significant polish to reach its potential.
- Compared to Combat Mission (weight 0.11): Reviewers compare the game to the Combat Mission series, with one calling it less janky and another unfavorably. The comparisons highlight both strengths and weaknesses in mechanics and polish.
- Anticipation for mods (weight 0.1): Reviewers look forward to mods that could improve the game, and some plan to return after a year for more polish. This reflects hope for community-driven enhancements.
- Reminiscent of other titles (weight 0.1): The game reminds some reviewers of Broken Arrow and Gostomel Heroes, indicating similar themes or mechanics. These comparisons help set expectations for the game's style.
- Multiple languages with basic English (weight 0.1): The game supports multiple languages and basic English, but lacks Japanese localization. Reviewers note this as a limitation for some players.
- Limited map variety (weight 0.06): The game currently offers only two maps, which reviewers note as a content limitation. This may reduce replayability and is often mentioned alongside Early Access caveats.
- Ongoing content updates (weight 0.06): The game receives new content updates, which reviewers view positively as a sign of active development. This supports the Early Access model and keeps player interest.
- High overall rating (weight 0.06): One reviewer gives an overall rating of 80-95 out of 100, indicating strong satisfaction. This suggests the game is well-received despite its Early Access status.
- Captures Steel Division 2 spirit (weight 0.06): A reviewer compares the game to Steel Division 2, stating it intelligently captures that game's spirit while adding modern ideas. This is high praise for its design approach.
- Short game lifespan (weight 0.06): The game lifespan is estimated at 10-30 hours, which reviewers mention as relatively short. This may be due to limited content in Early Access.
- Tutorials available on YouTube (weight 0.05): Tutorials for the game are available on the SkyInFlamesWiki YouTube channel, helping new players learn. This resource is mentioned as a useful aid.
- Indie developer (weight 0.05): The game is made by an indie developer, which reviewers note in context of its scope and potential. This often leads to more forgiving expectations.
- Friend join via code system (weight 0.05): The game uses a code system to join a friend's game, which reviewers mention as a multiplayer feature. It simplifies connecting with friends but may have limitations.

Emotions:
- Frustration (weight 0.25): Players are frustrated by poor AI pathfinding and unit control, where troops frequently ignore orders, get stuck, or take inefficient routes. This forces constant micromanagement and breaks tactical plans, especially on large maps. Finicky controls and bad AI behavior for both enemy and friendly units compound the issue.
- Disappointment (weight 0.12): The game feels incomplete and buggy, with poor AI and unplayable singleplayer, falling short of expectations after a long wait. Only two maps and no tutorial contribute to the sense that the promising concept is not yet realized. Many find it hard to recommend in its current Early Access state.
- Hope (weight 0.12): Despite current issues, players see huge potential in the game and believe that core problems like AI and polish can be fixed. They expect updates or mods to greatly improve the experience, and many think it could become one of the best war sims if the issues are addressed.
- Satisfaction (weight 0.08): Players are satisfied with the game's strategy elements and overall experience, considering it good value for the price. Many rate it highly and recommend it, noting that main bugs are being fixed and the gameplay is enjoyable.
- Excitement (weight 0.06): Excitement stems from realistic combat, a variety of defensive structures, and deep tactics like prisoner capture. Players enjoy controlling both sides, drone dynamics, and the freedom of action, and are eager to see future development.
- Confusion (weight 0.04): Players are confused by unexplained mechanics such as the supply system, prisoner system, and drone usage. A lack of basic tutorial leaves them unsure how to effectively use recon and FPV drones, and even why helicopters cannot engage each other.
- Enjoyment (weight 0.04): Players have fun with core activities like building trenches, launching drones, and unloading artillery. The immersive elements such as helicopter flares and trench digging contribute to an enjoyable gameplay experience.
- Interest (weight 0.03): The game's visually interesting presentation, spacious maps, unit variety, and believable armor penetration capture players' interest. Its cool conceptual ideas make it stand out as an intriguing tactical game.
- Enthusiasm (weight 0.03): Players are enthusiastic about the game's diversity and uniqueness, calling it cool and praising the developer's work. The unusual concept and execution generate strong positive energy.
- Optimism (weight 0.03): Optimism is driven by the belief that the full release will be much better and that bugs will be fixed. Players see the game as promising and expect future improvements to realize its potential.
- Mild disappointment (weight 0.03): Some players feel mild disappointment because the game needs more features to truly convince, and NPCs are dumb. A few bugs in Early Access also make the experience feel a bit raw.
- Anger (weight 0.02): Anger arises from specific AI failures, such as a supply truck ignoring redirects and driving into an enemy ambush, or a BTR failing to fire on an enemy walking past. These moments feel unfair and broken.
- Mild dissatisfaction (weight 0.02): Mild dissatisfaction comes from a lack of unit automation and inconvenient controls, as well as unfun supply management. The game lacks polish in these areas, leading to a slightly negative experience.
- Admiration (weight 0.02): Players admire the depth and detail of the implemented mechanics, and appreciate the great developers behind the amazing game. The craftsmanship and ambition evoke respect.
- Amusement (weight 0.02): Amusement is found in emergent scenarios like drone swarms causing four people to quit in multiplayer, or playing the game in a bomb shelter and joking about being inadequate. These moments provide lighthearted fun.
- Sadness (weight 0.01): Sadness is caused by the limited heavy ammunition, which restricts gameplay options and creates a sense of scarcity. This limitation dampens the experience for some players.
- Desire (weight 0.01): Players desire more vehicles and mines to be added, indicating a wish for expanded content and tactical options. This desire reflects engagement with the game's systems.
- Love (weight 0.01): Players express love for the game overall, indicating a strong positive attachment to the experience. This general affection suggests the game resonates deeply despite its flaws.
- Discovery (weight 0.01): The game is seen as a real find and a masterpiece in the tactical genre, offering a fresh and impressive experience. Players feel they have discovered something special.
- Addiction (weight 0.01): The game is described as very addictive, compelling players to keep playing. Its engaging mechanics create a strong pull that keeps them coming back.}