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Watch trailer on Steam ↗Duoshift
Bold Aesthetic Creative · Published by Bold Aesthetic Creative
Last updated 6 Oct 2026
Defend The Wall on a tactical 11x7 grid using your pair of battle vehicles. Outmaneuver waves of scavenged war machines, unleash game-breaking hacks and chain synergies. Draft, fight, and survive in this endlessly replayable tactical roguelite.
Strategy, Early Access · 2026 · More free games
Navigate the tactical battlefield as you command your pair of vehicles against waves of enemies. Discover unique hacks and synergies to outmaneuver each challenge in Duoshift, a strategy game that promises endless replayability.
About this game
Two vehicles. One wall. Infinite mutants. Master the grid, figure out game-breaking synergies, and outsmart the enemy war machines in the ultimate tactical roguelite.

It's 2200. The world didn't end. It was carved apart.
Climate collapse, machine revolutions and nuclear wars have shattered every single nation. Most of what survived became mutated humans demolishing anything and everything in their path.
But in all this chaos, one city still stands with non-mutated pure humans. The Wall stands as the independent bastion of hope and humanity.
In Duoshift, you don't just fight but you coordinate. As the Commander of The Wall, you deploy elite combat pairs known as Duoshifters. Your mission is to hold the line against waves of enemy battle vehicles on an 11x7 grid in a high-stakes, turn-based roguelite.
Key Features
Grid Tactics: With 77 tactical cells to manage, every move counts. Block lanes, flank heavy units, and protect the gates of The Wall before the mutants break through.
Unleash Game-Breaking Hacks: As you progress, discover weird hacks and overpowered strategies that allow you to flip the script on impossible odds.
Deep Roguelite Progression: No two runs are the same. Draft new cards, salvage tech from fallen enemies, and evolve your Duoshifters to handle increasingly lethal machine revolutions.
Tactical Depth: Engage with a variety of enemy archetypes, from rusted buggies to massive artillery units, each requiring a different tactical approach.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 (64-bit)
- Processor: dual-core ~2.0 GHz (or equivalent modern CPU)
- Memory: 4 GB RAM
- Graphics: integrated GPU or any basic GPU supporting DirectX 9/11
- DirectX: Version 10
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10 (64-bit)
- Processor: quad-core ~3.0 GHz
- Memory: 8 GB RAM
- Graphics: basic dedicated GPU or relatively recent integrated GPU
- DirectX: Version 11
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Duoshift v0.26.17 (Alpha)
Watch the Demo TrailerDemo coming on 16th October. Be sure to play it and give me feedback.Changelogs:Updated levels so multiple custom entities spawn at start, increased initial reroll count, increased The Wall's HP, reduced card removal costs in the shop, and improved overall reroll behavior.Added Season 3 gameplay background textures (Snow and Snow Night), cutscene frames/dialogue, thematic logos, and two boss unit displays created for trailer content.Integrated dialogue audio SFX, an animated Duoshifter dialogue panel, and a city background for the sides of Win/Lose screens.Implemented new entities and mechanics including Oil, Oil Barrel (Burnable/Volatile element types), Mud Grid Entity (Slowed element type), Repulsion Bomb (Repulse element), and Mine entity.Added new card context actions (Exhaust, Recoil), context property turn_end, and Cost Type requirements for Card Data.Added 2 new Relics (Jockey Joy and Panic Mode) alongside some Relic system bug fixes and rework passes.Added exclamation mark indicator for upcoming enemy unit spawns.Displays a blinking highlight on the tiles to act on.Upgraded element preview feedback with translucent particles on affected entities.Created/Trash cards are cleared from decks at level end.Clutter is no longer added when damage hits shields.Added particle visual effects for Burn and Cloud entities, custom entity placement animations, and improved Maneuver (Push/Pull) action animations, particles, and previews.Input bindings are added for scenes other than gameplay/play scene.Enhanced developer toolset with a Resource Browser plugin for improved design data workflow and a Code Bookmark plugin.Bug fixes related to element decrement errors, card deletion issues, connected tile entities, zero random auto-select, Jockeying bugs, and game input.Developer Notes:The demo is coming up next month just a couple of days before the Next Fest. I am trying to do marketing for the game now. You probably won't hear from me next week. Doing my...Read full article on Community Announcements (bilalcheema213)AnnouncementsOfficial
Duoshift v0.25.15 (Alpha)
Changelogs:Resolved major Save/Load system bugs, fixing crash-on-load errors, missing "Continue" options upon game restart, missing card hands after loading, and Duoshifter AP values not preserved when saving/loading.Added an enemy spawn indicator to provide next enemy spawn hint - displays exclamation marks if any spawning in the upcoming turns and spawn count if spawning in the immediate turn.Overhauled the Relics system and added 3 new Relics: DMG Bonus, Protectus, and Sabot-edge.Integrated controller and keyboard support, complete with on-screen button prompts.Added new visual Look/Themes to Gameplay Settings: color correction, posterize, and scanline post-processing presets.Added new vehicle background art by Umair to the start screen.Integrated an ambient wind audio loop during gameplay.Improved scene loading behavior by having the game wait for background data to finish loading directly during scene transitions.Implemented an Assist Mode accessibility option.Info screen displays relevant term descriptions.All key terms are highlighted in context panels.Expanded parameter string options for game data design.Re-balanced several enemy units.Fixed a visual bug where destroy mark particles would render on top of units.Fixed input-related issues including input context switch lag, preview glitches, cell hover outlines, and general input bugs.Developer Notes:I am mostly focusing on bugs and problems that the playtesters faced. Other than that, relics system is almost there, and the newly added relics are working fine. My main concerns is the little 'cutscene' giving context to what's going on in the game and the onboarding (how to play guide). Other than that, I am going to push for the marketing now: there's the trailer to be made as well as setting up the playtest on Steam. Thank you to the folks who playtested my game! Join Duoshift DiscordRead full article on Community Announcements (bilalcheema213)AnnouncementsOfficial
Duoshift v0.24.13 (Alpha)
Changelogs:Re-balanced game difficulty across levels, shortened multiple levels, and implemented game design improvements specifically targeted for playtesting.Added new entities: Repulsion Bomb, Mud, Oil, Oil Barrel, Acid, Acid Barrel, and the Burn element (WIP; not functional yet).Added Card Element Indicators: Jam, Burn, Retain, Exhaust, Remove, StunAdded Entity/Card VFX for Retain, Exhaust, Remove, Stun, Bomb, Expose, Burn, Lockdown, Divert.Added initial implementation for controller/keyboard support across all scenes (UI navigation and selection controls).Optimized performance by multithreading background scene loading.Card data design customization: adding action parameters. Fixed bugs with artillery attack cards.Fixed many bugs, including build data loading failures, rewards input blocking, infinite lockup on spike traps, shop focus arrow rotation, bottom button spam crash, curve line mouse glitch, maneuver origin grid line bugs, and mouse input errors.Developer Notes:2nd playtest is started and given access to all early birds. Umair has made an amazing artwork for the game which will be used as Steam capsule art. I am so glad that the development is going fast and I can see many things clicking into place. But now, I feel kinda burnt out after putting so much work into it. Regardless, I will keep moving forward. Thank you to all the early birds who would test the new game build and give me feedback!Join Duoshift DiscordRead full article on Community Announcements (bilalcheema213)AnnouncementsOfficial
Duoshift v0.23.18 (Alpha)
Changelogs:Implemented a Reroll system giving a limited number of rerolls at the start of each run to refresh hand cards during gameplay.New and Improved OST: start screen/main theme music with variation in card selection scene, level selection music with variations and gameplay (level/battle) music is just high pitched start screen music added as placeholder.Improved 'The Wall' mechanics and visuals, including clickable focus to show attacking enemies, top-of-wall damage textures, and enhanced wall artwork.Added new visual effects: Unit Spawn, Unit Move Start, Card Movement Trail, Bomb Destroy and Recon Disable/CrippleAdded range skips for artillery, live enemy action debugging, and integrated bottom button navigation pairs across Duoshifter, Card Selection, Level Selection, Rewards, and Shop scenes.Enhanced UX with keyboard navigation for the Start Screen and Duoshifter Selection Screen which uses a focus indicator.Configured enemy attack VFX, SFX, and animations to run dynamically based on unit data.Added a Cursor Status Bar displaying threat attacks and spike trap (self-damage) during card movement action previews.Added short tooltips for relics and decks.Replaced unit attacking tweens with animationsAdded side dark gradients in the Play scene and a surrounding noise gradient effect in Card Selection and Reward scenes.Added second descriptions and element icons for Cards, Relics, and Units in the context panel.Optimized performance by async loading scenes, eliminating lag when opening Settings, Options, Victory Banner, Deck, and Info scenes.Fixed multiple bugs including enemy behavior/relic crashes, card deselection issues, settings panel scaling, and rewards reroll animations.Developer Notes:The progress is going really well! I hosted a fantastic indies meetup last week celebrating local games with the folks. I got an amazing composer, Qais who is working on the game's track and has already delivered 2 of them. And at the same time, I happen to get in touch wit...Read full article on Community Announcements (bilalcheema213)AnnouncementsOfficial
Duoshift v0.22.6 (Pre-Alpha)
Changelogs:Added Card Selection Scene where players can select 2 cards for each Duoshifter from a random set of cards.Added a consistent pair of bottom buttons across Duoshifter selection, card selection, level selection, rewards, and shop scenes. Not functional yet.Streamlined Duoshifters selection by removing the "Go" button from the Duoshifter selection scene: selecting two Duoshifters automatically proceeds to the next screen.Replaced the old arrow with an improved grid line system.Duoshifters automatically reset the flip.Added card art for Hold, Reserve.Added Unit Damage Spikes particles alongside Dialogue Panel and Particles Group improvements.Resized most of the game textures, improved resource loading, improved texture import settings, optimized status bar texture loading, and integrated texture atlases.Developer Notes:The gameplay improved significantly by adding some VFX and the ability for player to select a couple of cards for each Duoshifter at the run start. Playtest #2 is coming soon. Maybe, next week. Still haven't made up my mind on it because there is a lot to do. I also opted in for the Steam Next Fest coming in October. I can already feel it!Join Duoshift DiscordRead full article on Community Announcements (bilalcheema213)






