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Fire and Movement

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Fire and Movement

星川友亮 · Published by 星川友亮

3 user reviews — 100% positive (3 reviews) · 13 achievements

Last updated 28 Sept 2026

A turn-based wargame set on randomly generated hex battlefields. Read the terrain and long sightlines, scout the enemy, and coordinate tanks, infantry, and artillery to capture multiple objectives.

Early AccessDJCTQ 14PvP

£6.29

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

5 Sept 2026Lowest: £6.29 · Highest: £6.293 Oct 2026

Indie, Strategy, Early Access · 2026 · More £5 - £15 games

About this game

Roadmap

We plan to continue expanding and improving Fire and Movement after release through new content, balance adjustments, and quality improvements. Update contents and priorities may change based on development progress and player feedback.


About the Game

Fire and Movement is a turn-based wargame in which you command modern armored forces across randomly generated hex battlefields.

Hills, woods, urban areas, and other terrain shape the battlefield, with long sightlines extending across open ground. A commanding position can become a powerful firing point, but it may also leave your forces exposed. Study the terrain, choose where to scout, control key lines of fire, and plan your route of advance.

A Different Battlefield Every Time

The map is randomly generated for every game.

Enemy objectives, terrain, sightlines, and viable routes of advance change from one battle to the next. There is no fixed solution to memorize: every operation begins by reading the battlefield and deciding where to deploy your forces.

Long Sightlines and Reconnaissance

Tanks and anti-tank weapons can engage targets across long distances in open terrain. But you cannot attack an enemy you have not detected.

Send reconnaissance units ahead to locate enemy forces, or secure high ground for a wider field of view. Choose your firing positions carefully—the enemy may spot you first.

Combine Fire and Movement

Tanks, infantry, reconnaissance units, and artillery each serve a different role.

Locate the enemy with reconnaissance, restrict their movement with artillery and frontal fire, then maneuver another unit onto their flank. Victory comes from coordinating multiple units, not simply trading shots head-on.

Damage can reduce a unit’s firepower, mobility, or reconnaissance capability. Make use of the forces you have left and continue the advance until every enemy objective has been secured.

Online Multiplayer

Experimental two-player online PvP is available, with both random matchmaking and private matches using room codes.

Rejoining a match after disconnecting, skill-based matchmaking, and advanced anti-cheat protection are not currently supported.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10 64-bit
  • Processor: Intel Core i5-4460 or AMD Ryzen 3 1200
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 960 or AMD Radeon R9 380
  • DirectX: Version 11
  • Storage: 4 GB available space
  • Sound Card: DirectX-compatible sound card
  • Additional Notes: Requires a 64-bit processor and operating system

Recommended

Recommended:
  • OS: Windows 10 or Windows 11 64-bit
  • Processor: Intel Core i5-8400 or AMD Ryzen 5 2600
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce GTX 1060 or AMD Radeon RX 580
  • DirectX: Version 11
  • Storage: 4 GB available space
  • Sound Card: DirectX-compatible sound card
  • Additional Notes: Requires a 64-bit processor and operating system

Supported Languages

English, Japanese, Simplified Chinese

Latest news

  • Patch NotesOfficial

    Update Notes

    This update adds the “Corridor of Steel” scenario campaign and improves battlefield presentation and information access. It also includes a participation choice for anonymous gameplay analytics and bug fixes. Major Changes Added the scenario campaign “Corridor of Steel.” Learn the basic controls, reconnaissance, and combined-arms combat in the live-combat-style Mission 0, “Raczki Forward Reconnaissance,” then fight through “Contact South of Suwalki,” “Sejny Defensive Battle,” “Budzisko Border Breakthrough,” “Kalvarija Corridor Battle,” and “Maneuver South of Marijampole” in order. Completing the main missions unlocks the EX mission “Krosna Flank Defense,” where you face successive waves of attacks. Each mission offers Easy, Normal, and Hard difficulty options, and the highest difficulty you clear is recorded as your result. You can review an operations document and operations map for each mission. During battle, you can refer to the mission type, objective progress, place names, and operations document. After battle, an after-action report tailored to the mission is displayed. Campaign battles are saved in dedicated save data, allowing you to resume an interrupted mission from the campaign screen. On first launch, you can review the purpose and transmitted data for anonymous gameplay analytics and choose whether to participate. You can change your participation setting at any time from the settings screen. Improvements Urban areas are now rendered as city blocks composed of multiple buildings, and roads are displayed as bands following their connection directions. Battlefield place names and objective displays now use the same notation as the operations map. Selecting an unoccupied hex now shows its terrain name, elevation, movement cost, defense, and concealment. Bug Fixes Fixed an issue that allowed return fire against an undiscovered firing source or one known only as a contact. Fixed an issue where changing the game speed also changed the camera pan, rotation, a...
    Read full article on Community Announcements (Axiom Turn)
  • AnnouncementsOfficial

    Steel Cavalry: Motor Rifle

    The new Motor Rifle Regiment doctrine is now available. This update also revises armored combat and improves battlefield presentation for existing content. Major Changes The Motor Rifle Regiment doctrine is now selectable in the release build. Its roster combines the BTR family with T-72B3s, BMPs, 2S23 Nona-SVKs, BM-21 Grads, mortars, and towed artillery. Added the BTR-82A. Its 30 mm autocannon engages infantry and light armor while it transports motor rifle troops and combat engineers to the front. Added the BRDM-3. It combines strong vision with a 30 mm autocannon, filling both reconnaissance and fire-support roles against light armor. Added the 2S23 Nona-SVK. It can switch between direct and indirect fire, keeping pace with the front while providing fire support as the situation demands. Added the BM-21 Grad. It attacks a wide area with rocket salvos but requires salvo stock in three-round increments. It reloads three rounds after ending a turn without moving or firing, and does not reload on a turn in which it moves or fires. Balance Changes Armor is now treated as one-half of its normal value for flank attacks and one-quarter for top attacks. Vehicle HP has been rebalanced around direct-fire durability, with main battle tanks standardized at 40 HP. Improvements Artillery preview HP bars now show expected damage accounting for hit chance, dispersion, range falloff, and projectile count. LOS displays now highlight hexes that would produce a flank attack from the firing unit in amber. Action UI is hidden during firing sequences, making impacts and unit movement easier to see. Forest tree models and placement have been updated, with distance-based display switching. Bug Fixes Fixed the Stryker ATGM turret not rotating.
    Read full article on Community Announcements (Axiom Turn)
  • AnnouncementsOfficial

    Steel Cavalry: Stryker

    The first half of the major “Steel Cavalry” update is here, focused on armored forces and led by the full release of the Stryker Brigade Combat Team. Built around wheeled mobility, the brigade uses the Stryker family for infantry transport, reconnaissance, direct fire, anti-armor combat, mortars, and self-propelled artillery. Gather information across the battlefield, shift forces quickly, and create decisive local fire superiority. This update also brings extensive game-wide improvements to firing, unit information, the manual, AI, deployment, and model presentation. Stryker Brigade Combat Team The new Stryker Brigade Combat Team doctrine is now available in the release build. Added core mechanized-infantry cards pairing the M1126 Stryker ICV with infantry squads. Added the M1296 Stryker Dragoon. Its 30 mm autocannon combines infantry transport with direct-fire support. Added the M1128 Stryker MGS. Its 105 mm gun provides powerful direct-fire support. Added a reconnaissance card pairing the M1127 Stryker RV with Cavalry Scouts. Added a firepower-oriented reconnaissance card pairing the M1296 Stryker Dragoon with Cavalry Scouts. Added the M1134 Stryker ATGM for long-range anti-armor fire. Added the M1129 Stryker MC for responsive vehicle-mounted indirect mortar fire. Added the Stryker SPH for heavier fire support from behind the brigade. Stryker ICVs can carry regular infantry, engineers, Infantry Weapons Squads, and M3 MAAWS Squads. Added or updated vehicle models, weapon modules, turrets, muzzles, and deployment-card icons across the Stryker family. Added deployment and stow animations for the M1129 Stryker MC mortar during firing. Adjusted the M1134 Stryker ATGM firing presentation so its launch tubes are used in sequence. Refined the Dragoon, MGS, ICV, ATGM, MC, and SPH silhouettes so their weapons and roles are easier to distinguish on the battlefield. The Stryker Brigade Combat Team is not a doctrine for pushing main battle tanks straight into the enemy. Find ...
    Read full article on Community Announcements (Axiom Turn)
  • Patch NotesOfficial

    Controls and Combat Display Improvements

    This update adds a faster way to move between actionable units and fixes several display issues during combat and screen transitions. Key Changes Added a command for selecting the next actionable unit. You can move to the next action using its unit icon and the indicator shown when it has not been detected. Improvements Self-propelled artillery now elevates and depresses its gun barrel when firing. Unit model rendering now changes with camera distance, reducing the load when viewing the battlefield from farther away. Improved the mounted machine-gun models and firing presentation of the BTR-80 and T-72B3. Enemy AI unit selection is no longer influenced by previous battle results and now considers the current situation and formation needs. Adjusted the mechanized engineer unit icon to make it easier to identify as an engineer unit. Bug Fixes Fixed an issue that could prevent mounted infantry from dismounting at the start of a chained action. Fixed an issue that could interrupt WASD camera movement while using the mouse. Fixed issues with bridgeable-target indicators and the MP gauge not updating correctly after movement. Fixed movement range and path indicators sometimes remaining visible after returning to the home screen from battle. Fixed state from a previous battle sometimes carrying over into the next battle across multiple play sessions. Fixed infantry sometimes remaining translucent after being revived. Fixed the center section of the firing details display shifting with the layout of the side panels. Fixed untranslated text appearing in parts of the UI.
    Read full article on Community Announcements (Axiom Turn)
  • Patch NotesOfficial

    Dismount and Display Improvements

    This update improves mounted infantry dismount actions, enemy AI force selection, unit icons, and on-screen indicators. Improvements Enemy AI force selection is no longer influenced by previous battle records and now follows the current battlefield situation and force composition needs. Adjusted the Mechanized Engineer unit icon to make it easier to identify as an engineer unit. Bug Fixes Fixed an issue that could prevent mounted infantry from dismounting as the first step of a chained action. Fixed an issue where movement range and movement path indicators could remain visible after returning to the Home screen from combat.
    Read full article on Community Announcements (Axiom Turn)

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