Every pixel of the battlefield is simulated. Sand slides, water flows, lava cools into rock, wood burns, gas spreads before it ignites, and rock falls when its support is gone.
You pick a shot from your cards: what it carries, how hard it hits, how it flies. After that the simulation decides what happens, and the terrain does the damage.
Four shots, recorded from the game
Open the wall. Gravity does the rest.
That rock wall is all that holds back the lake. Every drop of the water finds its own way down.
Acid eats the bridge. Lava is underneath.
Materials react with each other. Acid eats wood; what was standing on the wood goes down with it.
The crater stays.
Five megatons is the game's largest yield setting. What it removes is gone for good: the crater is terrain now.
The Cavern
A generated cave system, four against four. Rock falls when its support is gone.
In the build today
- Battles against the AI on simulated terrain: water, sand, rock, wood, oil, fire, gas, lava, acid and steam.
- One to three cards make a shot: mass, energy and trajectory.
- Defence: an energy shield takes the shell, and the unit inside is untouched.
- Sudden death: the water table rises every turn, from below.
- A campaign run of battles, rests and a boss. Minigames. Horde, where you hold a base against waves.
- Discoveries: when a shot makes the world react in a big way, you can earn a recipe card for that combination.



Playtest
Slagshot is in development. Playtesting is invite-only for now, and there is no public download.
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