System Requirements
What the game needs, and what it has actually been tried on. We have not measured a minimum machine, so we do not give one.
| Windows | 64-bit. The game draws with Vulkan, and if Vulkan cannot start it tries Direct3D 11. On a machine with neither working it can draw on the processor (Windows’s software renderer, which we have not yet seen on a real Windows PC), at lower detail and not quickly. Download: a zip of about 39 MB. |
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| Linux | 64-bit. The game draws with Vulkan, so a working Vulkan driver is needed, and if Vulkan cannot start it tries OpenGL. Without a usable graphics driver it can draw on the processor through Mesa (the script play-software-graphics.sh forces this), at lower detail and not quickly. Download: a tar.gz of about 36 MB. |
| Android | Android 8.0 (API 26) or newer, on a 64-bit ARM or x86-64 device. OpenGL ES 3 first, Vulkan as the fallback. Installed from an APK file of about 49 MB, not from an app store. |
| Mac, iOS | Not at launch. |
Sizes are those of the 8 November 2026 builds and may change a little. There is no minimum RAM, processor or graphics card figure here because none has been measured.
Tested On
Not a promise about your machine. A record of what we have seen.
| Linux desktop | A laptop with an NVIDIA RTX 4070 Laptop GPU (8 GB), on Vulkan. Measured on the Standard look at 2560x1440: an average frame of 1.1 ms in ordinary play, 2.8 ms with the mushroom cloud, the slowest 1% of frames under 6 ms. This is the one desktop machine speed has been measured on. |
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| Windows | Under Wine on Linux only, so far: Vulkan, Direct3D 11 and the no-Vulkan fallback each played a full match without an error. It has not been run on a real Windows PC by us. |
| Processor only | Drawing on the processor with 4 threads on the development machine, the lighter 720p mode ran fire and the mushroom cloud at about 11 to 18 frames a second, and the full 1080p mode at 2 to 4. Playable for turn-based shelling, not pretty. |
| Android | A OnePlus 8T (Android 14, Adreno 650), an older phone: in a measured run the heaviest scenes, fire and the mushroom cloud, ran at about 17 to 29 frames a second, with about 250 MB of memory in use. Ordinary play on it has not been measured. A Pixel 10 (Android 17) has also run the game, and touch controls have been tried on two phones. Newer phones should do better; we have not tried. |
Graphics: Standard and Ultra
Settings, Picture, Graphics: Auto, Standard or Ultra. Desktop only.
Standard is the look the game was made with: blue contour land, a glow, scanlines, and fire and mushroom clouds drawn as real volumes.
Ultra spends a strong graphics card’s spare time on the same look: sharper edges (8x anti-aliasing), a smoother and wider glow with a touch of grading and grain, finer steps through the fire and the mushroom cloud, light on the ground from explosions, lightning, burning fuel and the cloud’s fireball, shadows from the hills and the tanks, twice the sparks and dirt, and short streaks behind shells.
Auto picks Ultra on a discrete graphics card with 6 GB or more, and Standard on anything else, including integrated graphics.
Phones always use Standard. So does a machine running on processor-only drawing. The change applies at once, with no restart.
On the RTX 4070 Laptop at 2560x1440 Ultra costs about twice Standard: an average frame of 2.1 ms in ordinary play and 5.3 ms with the mushroom cloud, the slowest 1% of frames under 9 ms. Those figures are from the earlier measurement run in November 2026.
If It Will Not Start
Or starts and draws nothing.
Your graphics driver may be the reason. Run play-software-graphics.cmd on Windows or ./play-software-graphics.sh on Linux. It draws on the processor instead, at lower detail and not quickly, but the shells land just the same. The game tries this path by itself when there is no Vulkan at all.
The downloads are not signed, so Windows may warn about an unknown publisher, and Android will ask you to allow installs from the app you opened the APK with. Both are expected.