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Armaphract

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Armaphract

aeoridev · Published by aeoridev · Official site ↗

Content notice: there are tanks and explosions and dying and stuff

Last updated 28 Sept 2026

Outmatched, outgunned, but not outsmarted, you'll command a tank squad in tense urban warfare across a shattered megacity. A great power has collapsed, and opportunity is in the air. Take contracts and ambush powerful enemies, customize your squad, and reap the rewards.

Free to PlayComing SoonDJCTQ 14

Free

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Strategy · More free games

In Armaphract, you'll lead a tank squad through the ruins of a fallen city, taking on powerful enemies and customizing your team for survival.

About this game

A slow paced tactical tank sim with bursts of action. You can choose to be methodical, pausing to plan out every move, or advance violently and adapt on the fly.

This game is still early in development. Please follow or wishlist if you want to be be notified when the game is out! Additionally, feel free to join the discord to chat with the community or try a dev build on itch.

Maneuver through desert streets, assessing choke points and watching for ambushes in the alleys. Use powerful ordnance to eliminate clustered forces or collapse buildings to form new routes. Smoke to stage a push or obscure a retreat. Fight intelligent enemies which play by the same rules, lying in wait, organizing flanking attacks, or regrouping when threatened. Infantry can stalk armor from buildings across the map, which are destructible.

You'll have time, even in the most chaotic battles, to take a step back and plan your next moves. Draw out precise paths with waypoints to ensure all angles are covered. Use complete control over the movement of your vehicles and infantry. 

 

Customize your tanks with a modular loadout system! Bring a phalanx of superheavy tanks plastered with ERA, or ambush enemy armor with infantry in buildings, backed up by their IFVs equipped with dangerous ATGMs. Mix and match modules for necessity or for doctrine.

COMPLEXITY

Individual crew stats, module health, and precise armor penetration values are all parts of the simulation, with the goal of incorporating realism while keeping it fun. ERA specializes against tandem warheads, crew will (poorly) cover for dead crew in other roles, and fires are put out faster when the vehicle is out of combat.

CAMPAIGN

Carve a path through the sand and streets of abandoned districts towards the forgotten edge of the city. Stalk through the territories of powerful factions, or hunt their elite forces down yourself. Manage your convoy, crew, and resources within your mercenary company. Make honorable choices, or let desperation or greed dictate your policy. Find notable characters with an array of roles, experience, and skills to join your company. Fight rival mercenaries and take lucrative contracts as the city stirs from its sleep. 

Follow me on twitter (@aeoridev or the link in the sidebar) to catch the latest cool stuff I'm working on!

System Requirements

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Minimum

Minimum:
  • Memory: 8 GB RAM
  • Graphics: GTX 780
  • Storage: 5 GB available space

Supported Languages

English, French, Japanese, Russian, Simplified Chinese

Latest news

  • AnnouncementsOfficial

    Devlog 0.6 "FER DE LANCE"

    It’s been a couple months since the last patch and there have been many major changes in the upcoming build!You can try it here: \https://aeoriii.itch.io/ironmirage]This is a devlog for 0.6 "FER DE LANCE".OVERVIEW- Early campaign mechanics: salvaging and side missions- Saving and Loading- Many new units, crew, and modules!- Combat targeting improvementsCampaignThis update features several new campaign mechanics. Of course, it’s still very much a work in progress so far.Starting ResourcesThe starting squad and motor pool composition has been modified. You’ll no longer start with the best equipment, but the enemy’s assets are ripe for the picking if you can make them part with it…As for balance, it may be harder to start out - current enemies range from early to late-game. It may be difficult to defeat powerful enemies without heavy losses, so try taking some easier skirmish missions to build up a squad first.Where is the K-115V? The C1B2? Look how they massacred my squad!!Crew ManagementFrom the crew management screen, crew can be swapped, hired, and shuffled.Injuries: crew which are rendered inoperable in combat sustain a stacking permanent injury debuff. If a crewmember has three injuries, the next will kill them.Aidbay: Crew in the aidbay will have their injuries healed over time.Salvaging:After combat, you’ll have a chance to recover destroyed enemy vehicles and modules. How much you can recover is based on equipment and crew, and there is an option to pay for salvage contractors for more capacity.Salvaged vehicles will often be gutted of modules (depending on how wrecked they were in battle). This means you’ll have to salvage modules to outfit these vehicles yourself!Unit repairsUnits which take light damage in combat require supplies for repairs.Units heavily damaged, destroyed in combat, or salvaged from the enemy require time to repair.Time SystemA rudimentary time system is in place which rotates through available missions. You can progress time by taking mi...
    Read full article on Community Announcements (Aeori)
  • AnnouncementsOfficial

    Devlog 0.E

    Hey armaphractersDue to a busy Christmas break, I decided to delay 0.E by two months. 0.E is a very large update with many many changes, balance updates, and new mechanics. You can play the dev build right now with the link below!Dev Build Download: https://aeoriii.itch.io/ironmirageDiscord Community: https://discord.com/invite/9z7qfffzBNSteam page: OVERVIEWNEW MECHANICSSIGINT: recon system which favors light vehicles and allows for indirect detection of unitsCover system: use positioning and terrainAmmo system and better weapon controls: switch ammo, set fire all/fire only effective weaponsResupply: reload ordnance, ammunition, and perform medical repairsNEW CONTENTA new mission chain to complete!The S-92 tank destroyer, with a 152 main gunThe TAL-5 family of utility trucksThe KOM light utility vehicleSpecial operations infantryFlamethrower!Resupply modulesNew region/biome: refinery regionIMPROVEMENTSIn-game user manual to view tutorials/controls/mechanicsImproved armory with more data: UI rework, visible stats, change callsign/color, customize ammo loadoutNight missions, optics module improvements, and NV modulesNew mission selection screen, using the upcoming campaign layer as a baseBetter waypoints: queue more actions like smoke, look point, etcUnit armor/module display: better unit display at a glance, damage viewInfantry improvements--------------------------------------------------------------------------UPDATE 0.E--------------------------------------------------------------------------Map Regions/MissionsNew mission chain and mission selectThis is just a new mission select using the visuals for the future campaign layer. Several new missions which will eventually be part of the main campaign.The legacy missions are still available.The refinery region has been added, a wider and less compact area with fewer hiding places for infantry.More unique buildings will be added to its roster over time!Regions will also have special gameplay effects in the future.Nigh...
    Read full article on Community Announcements (Aeori)
  • AnnouncementsOfficial

    Devlog 0.D

    This is a devlog for alpha build 0.D, which you can play for free on itch: https://aeoriii.itch.io/ironmirage.I wanted to give everyone more of an insight to the changes and development of the game, and so this is a bit of longer (and hopefully more interesting) replacement to a changelog. TLDR, the key points:infantry rework: they’re deadlier against tanks and more stableAI improvements to make them more unpredictable and interestingOrdnance changes and APS to counter themWheeled vehicles with different movement playstyleAI ImprovementsThis is the first of several planned iterations on the AI. Same as you, the AI operates in squads, where decisions are made and commands filter down to individual units. Squads can contact one another as well.The new behaviors are based on the squad's cohesion, with future enemy squad types reacting differently.These improvements may not be fully enabled in some of the tutorials/missions, compared to the randomized combat maps (simulator)Flanking: Units can now split into groups to flank your attacks from multiple streets, if it’s advantageous to do so. This is more of a large-scale maneuver, so units will mostly only attempt flanks along roads.There’s quite a bit of behind the scenes work on this, and I’m happy to hear how well it works or any issues that arise. It was surprisingly difficult to develop this capability and integrate it into the AI, and I might create a future devlog on the technical details and process.Smoke: enemies may smoke when attempting an heavy assault, or when individual units feel especially threatened.Threat level: Enemies now communicate detected threat levels, which feed into a squad-level decision to decide engagement behavior. Outgunned units may retreat or attempt to avoid concentrated opposition.Advances: Enemy squads can advance a little less predictably.Ordnance: Enemies now fire ordnance back at you when they feel it is advantageous to do so. This may be when your units are clumped up together, or ...
    Read full article on Community Announcements (Aeori)

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