Grow your ground.
Take theirs.
Real-time territorial strategy. Your border creeps forward one tile at a time — fund it with industry, carry it across the sea, and settle it against up to 50 other commanders on one map.

What it looks like
One world, three scales
Pull back to run a war across an archipelago, or push the zoom all the way down to the market stalls and the men holding the line.
Down at street level
Zoom past the strategic view and your territory keeps going. Cities grow real towers, markets fill with stalls and villagers, herds wander the fields.
- Infantry hold the border in two ranks, firing across it
- Four doctrines — militia through guards, visibly better equipped
- Day and night passes; windows light up after dark
The sea decides it
Islands are separated by water on purpose. Ports pay harbour dues, merchants run between them, and a fleet parked off a coast can strangle a rival outright.
- Warships, submarines, carriers and troop ships
- Blockades cut a port's income without a land battle
- Oil rigs out in open water, seized by whoever sails up first
Fronts that creep
Ground is owned tile by tile. Commit troops and the line advances, paying more for forest, hills, and defenders dug in behind bunkers.
- Supply lines — cut-off land earns nothing and folds fast
- Generals make nearby ground cheaper and earn rank from it
- Missiles and AA — three warheads, and interceptors that climb
Multiplayer
Open lobbies
Up to 50 commanders share one seed and one map. Create a room and pass the code around.
Join a war
Checking the lobby server…
Systems
What you are actually managing
Everything here is in the build today — nothing is locked behind progression.
Population ceiling
Your army is capped by the land that feeds it. Take ground to raise it, or build cities and raise it without expanding at all.
Gold and troops
One dial splits your growth. Factories multiply the gold side; every structure upgrades three times and physically grows on the map.
Alliances
Pacts are absolute while they stand. Rivals seek cover from a runaway leader, then tear the paper up when their partner becomes one.
Minor powers
Independent island states hold the outer archipelago. They never march out, but they dig in — and they are the natural first conquest.
A camera you control
Spin the world freely, tilt it, and zoom from the whole map down to individual villagers. Everything is drawn in real time.
One shared clock
Every commander in a lobby runs the same simulation from the same seed, and orders take effect on the same tick for everyone. Nobody can pause it.
Field manual
Everything you can build, and what it does
Costs rise as you upgrade. Every structure can be improved three times, and grows on the map as it does.
Construct
City
Raises the population ceiling that caps your army. Build these when you are boxed in and cannot take more ground.
Factory
Multiplies the gold side of your economy. Gold buys ships, missiles and every other structure, so factories fund the whole war.
Port
The only place ships can launch from, and where neutral traders dock to pay you. Blockade an enemy port and that income stops.
Defence
Makes the tiles around it far more expensive to take. A line of these turns a border into something an attacker bleeds against.
Silo
Required before you can fire anything. Each launch puts the silo on a cooldown, so more silos means more warheads in the air.
AA site
Shoots down incoming missiles near it. Heavy warheads carry a better chance of getting through, so cover matters more than count.
Army and navy
General
A commander who walks the field and strengthens the front around him. He gains rank as your armies win, so keep him where the fighting is.
Warship
Hunts other ships and shells the coast. Send one at an enemy port to choke the trade income that funds them.
Troop ship
Carries an invasion force to a coastline you do not border. The troops are paid for when it sails and land as an attack.
Submarine
Invisible to enemies until it strikes. The counter to a fleet you cannot beat in a straight fight.
Carrier
Launches aircraft that raid coastal ground on their own. Expensive, and worth it against a long enemy shoreline.
Missiles
Cruise are cheap and small. Ballistic trade cost for radius. Heavy warheads cost the most and are the hardest to intercept.
How a war is fought
Taking ground
Click land to push into it. Your border creeps forward tile by tile, and the advance seeds near where you pointed — so orders have a direction.
Attack force
The slider sets how much of your army commits to each order. Commit too much and your own border is left thin behind you.
Calling it off
Click one of your advances in the operations list to stop it. Every troop that has not been spent marches home.
Alliances
Offer a pact from the powers list, or point at a rival's land and press L. Allies show green with a shield, and neither can attack the other until it is broken.
Supply
Ground cut off from your capital is far weaker to defend. Watch for an enemy pinching a corridor rather than pushing your border head on.
Oil fields
Fixed points on the map that pay out while you hold them. They are usually worth more than the ground around them.
Changelog
Updates
Most recent first.
Lobbies, and a new name
- Rooms for up to 50 players on a shared seed, with war-room chat and ready states
- Renamed to SeedWars, with this site and a proper set of screenshots
- Fixed a load-order crash that was stopping the render loop outright
Settings and performance
- Glass blur is now opt-in — it was re-blurring the whole screen every frame
- Render-resolution slider, building icons, and a remembered settings screen
- Reused buffers so pathfinding stopped triggering collection stalls
Generals, carriers, saves
- Named generals who walk the field with a colour party
- Carrier air wings, submarines that hide until they fire
- Supply lines, blockades, and shore bombardment
Get in touch
Contact
Bug reports, balance arguments and ideas are all welcome.