Close the Skyのアートワーク$12.74 (−15%)100%3 user reviews

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Build a city. Keep it standing.

You run one nation's war. Every housing block you place grows a real neighbourhood. Put blocks together and the city gets denser, until the middle of the cluster becomes a downtown of towers. Each of the seven nations builds its own kind of city. Cars fill the streets, and the lights come on at night.

The enemy is building a city of its own. Each of you is trying to break the other's will to fight.

Air defence you place yourself

Radars, guns and SAM batteries go up around the city, and the map shows what each one covers. Drones, cruise missiles and ballistic missiles come in over the skyline. You see every interception.

Batteries fire from the national stockpile. When it runs out, the air-defence panel marks the battery DRY in red. Every round needs warehouse space: a shell takes one crate, a ballistic missile five, a nuclear warhead ten. A line with nowhere to put a finished round stops at 100%.

Radars and batteries have to stay on the surface. Everything else can be dug one level underground. It costs far more and takes four times as long to build, and only penetrating weapons reach it.

Your ammunition dump is a target

A destroyed warehouse explodes with whatever it holds. The fuller it is, the bigger the blast. A full one reaches six plots in every direction and can set off other depots near it. A buried depot has half the reach.

Intel goes stale

The enemy's land sits under cloud until you photograph it. Recon drones photograph what they fly over. A satellite station sweeps the whole surface every three minutes. Everything you saw fades from white to amber as it ages, and the enemy keeps building.

Strikes are aimed at a plot. The missile hits whatever stands there when it arrives. Decoy sites show up on your intel as housing blocks.

Aim every missile yourself

Press TAB and the camera flies across the globe to the enemy city. Arm a weapon and the cursor becomes a sight. It shows what your intel says is on the plot, the blast area, the damage, how far a miss can land, the flight time and how many known batteries can shoot it down. Click to fire. Keep clicking to saturate their defences.

Cities come apart

What gets through hits real buildings. Towers break and fall, blocks burn, and the ruins stay. A nuclear strike flattens a whole downtown.

Real weapons under their real names

Every weapon is a real system: Shahed and FPV drones, Storm Shadow, Iskander, Tomahawk, Patriot and many more. Each one splits its damage across structure, personnel and electronics the way the real system does. A TOS-1A clears a garrison and barely marks the walls. CHAMP burns out the electronics and leaves the buildings standing. Hover any weapon to see its full profile.

Seven nations

Play the United States, Ukraine, the European Union, Russia, Israel, China or Iran. Each has its own air defence, weapons and research. The research tree has nine branches, from detection and electronic warfare to naval forces and logistics. Research stops if your labs lose power. A tutorial takes you through your first war.

An enemy with a doctrine

The AI fights the way its nation does. Ukraine holds a drone line. Russia relies on massed fires. China launches mass salvos. Israel builds a layered shield. The match log tells you which doctrine you are facing.

Two players, one war

Play 1v1 online against another person. You each get one nation, there is no pause, and the war clock runs at normal speed. Only orders travel over the network, and the game plays the same on a weak connection.

Win by breaking their will

There is no ground to take. You win when the enemy's will to fight reaches zero, and you lose when yours does. Will drains when civilians die, when buildings fall and when strategic targets are hit. Using a nuclear weapon costs you will too.

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