
A 200-player war for one American valley. The Cold War ended the other way, and in 1999 the former USA is at war with itself. One persistent front across a 20 x 24 km Appalachian river valley: dig trenches, haul supplies, hold the line. Free to play. Never pay to win.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
The Cold War ended the other way.
The United States did not lose a battle. It lost a bet. The men who owned its energy and its appetite decided the future belonged to the other system, and by the time anyone noticed, the country had been signed over from the inside. What stands now is a captured America: the Soviet backed USSA, its federal stencil on every hood, against the Homegrowns, an internationally supported resistance with no factory of its own and no intention of stopping.
Main Street has a propaganda billboard on it. The diner is still open. The war is two years old and it is not going anywhere.
Internal Conflict is a large scale military simulation for 200 players on one persistent front. It is a shooter first, a sandbox game second, and it means both of those completely.
You spawn at a barracks that belongs to you, draw a weapon that a player physically delivered there, get moved to a contested position by a driver who chose that job on purpose, and fight over a strip of ground with a hundred other people on your side. Then you hold it, or you lose it, and the line on the map moves for everyone in the war, including the people who log in after you leave.
Every system below exists to serve that one sentence.
There is no queue, no lobby, no countdown, no round timer. You join a war already in progress and it keeps running after you log off. The front you left is the front you come back to.
A war can still be won. Push the other side three full levels of advance out of the region and that war ends. It is deliberately built to resist snowballing, so the honest shape of a war is a grinding stalemate that heaves back and forth for days, punctuated by pushes that cost something.
The live battlespace is a band of ground twenty kilometers wide that slides north and south across the valley as the fighting moves. Seven zones are contested inside it at any one time.
Three points per zone. Hold two of the three and the zone begins ticking over to you. The third starts to flip once it goes uncontested. More bodies standing on a point takes it faster.
Five of seven shifts the war. Hold five zones and the entire front steps one square in your favor, headquarters and all.
Elastic defense. Ground you inherit does not come with the fortifications the last owners built on it. An advance hands you a raw position and the job of digging in all over again.
The commander of each faction designates which positions in a sector become that faction's zones, so the map is a live planning surface rather than a scoreboard.
There are no tickets. Nothing is conjured.
Spawns, weapons, ammunition and equipment are physically delivered from headquarters and supply nodes before anyone can spawn or draw gear at a position. Every category carries its own count, and spawning burns from it. Starving a base is not a metaphor here. It is the actual way you choke a faction out of a sector.
That makes the supply run a frontline job. Cutting a road matters as much as winning the firefight on it. The truck driver wins wars too, and the game keeps the receipts.
A full chain runs from Commander to Platoon Leader to Squad Leader to squad, named to each faction's own doctrine. Squads carry the fight. Leadership is a job with actual authority over where the faction's effort goes, not a cosmetic badge.
Grab a hatchet. Drop trees. Build fortifications and dig trenches where you need them, not where the map says you may. Experience earned from deliveries into a base buys builds and upgrades at that base, so a position's shape is a record of the work players poured into it. Two weeks into a war, the signature of a front is entirely what the players put there.
Headquarters is a barracks with your bunk, your footlocker and your armory, per player, per squad and per platoon. Spawning forward at a contested position is deliberately the opposite: fast, functional, characterless. One is somewhere to come back to. The other is a foothold.
Dying costs you something without ending your evening. Gear and cosmetic items degrade and drop, and an item that dies twice is gone from the world permanently, so the good stuff genuinely circulates and genuinely runs out.
Anyone can revive anyone, including enemies. You can restrain and capture a player instead of killing them, which turns a losing firefight into a negotiation, a prisoner, and a story nobody scripted.
Your character persists and improves across every war you fight in: lockpicking, hotwiring, crafting speed, stamina, and other quality of life skills that make you a more useful person on the field.
Nothing you unlock, earn, grind or buy will ever give you a combat advantage. That is a design law we wrote down before we wrote the game, not a launch window promise.
Late eighties American arsenals meet Soviet bloc steel. Your faction's patron decides your standard kit, your uniforms, your vehicles and the look of every town it holds.
Then there is everything the country left lying around. Homes, hideouts and back rooms across the valley hold rare and strange weapons from a place that stopped moving in 1989. Some are practical. Some are legends. All of them can be taken off your body by whoever kills you.
A neutral third faction plays the war unarmed.
Journalists spawn at either faction's base, at neutral press locations and in towns, and they earn from what they actually get on camera: a kill in frame, a capture in frame, a revive, an interview, a surrender, a flag changing hands. That money can fund a squad to go take an objective so there is something worth filming. Protection without invincibility, and a completely different game living inside the same war.
A twenty by twenty four kilometer American river valley, deep in Appalachia, built at full scale. Five million trees. Hundreds of miles of road. Long ridgelines, river flats, small towns you fight through building by building, and one enormous bridge everyone will learn to fear.
It is one map because it is one war. You will know this valley the way you know a neighborhood.
An original score built on a single anthem motif that bends, on tempo alone, between national pride and a death march. Each faction has its own anthem, and it plays over the load screen while you wait to go back in. The rest is the valley: distant artillery you feel before you hear, a truck downshifting somewhere behind the treeline, and long stretches of nothing at all, which is the part that gets people.
As long as you want it to be. Twenty minutes is a supply run that keeps a sector breathing. Two hours is holding a zone through three assaults. A war runs for days across thousands of player sessions, and it does not need you present to continue. Drop in, matter, log off, come back and find the map changed.
The entire game is free. Both factions, the journalist, every role, every weapon, every vehicle, the whole valley and every system described on this page are included at no cost and stay that way.
Purchases are cosmetic only and never touch combat. No premium ammunition, no paid progression, no paid access to a faction or a piece of ground, no fine print.
Two developers, no publisher, and a community that steers it. We show the work as we do it, we say what is finished and what is not, and we would rather ship it right than ship it soon.
Come hold the line.
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Languages: English**languages with full audio support
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $0 | 5.7K | 70% | Free | |
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