
Modern / sci-fi strategy in (rough) terrain, space, sea. Vehicle designer with custom weapons and custom chassis sizes. Some realism-inspired mechanics and complex rules including vision, sensors, destroyable components. Turn-based campaign about battles, survival, lite 4x and resource management.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 10 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Take control over a faction, develop unit roster and new prototypes, engage in missions, manage resources and laws and survive in politically fragmented sci-fi galaxy full of roaming raiders, colonize, conquer and develop planets.
Real time tactics - without base building or units "spawning" during battles. Single-player, indie.
Focus is on larger-scale (up to 100 units per side) modern to sci-fi battles with semi-procedural 3d terrain and adjustable time, up to 3x in combat and 9x out of combat.
Component based vehicle customization and destroyable components
Playable with pre-designed faction units or using custom component based vehicle designer where dragging slider can increase / decrease vehicle size, component size, internal space available.
Unit designer is about selecting a propulsion type (tracks, wheels, rotor, spaceship, building, ...) and then adding components to it that define what the unit is.
Internal components like engines or fuel tanks are not visible and fill up the internal space. They are destroyed when vehicle hitpoints deplete.
External components that cannot be directly covered by armor including fragile radars or wheels or wings. These can be destroyed when physically hit presenting weakspots and making fragmentation and flak ammo useful vs. high armor units.
Weapons and missile customization includes various guidance types and ammo types.
This gif. is at speed x10:
Vision based warfare
2 layers of detection - visual and sensor, most ECM is useless vs visual. Vision is 3d blocked by terrain or debris.
Seeing enemies before they see you is important.
Using EW or sci-fi cloaking fields. Idling in bushes or trees.
When an unit fires its weapons their VisibleAt% and signature is raised increasing the distance that it can be detected.
Units have dynamic radar and emi-heat signatures governing the detection range of enemy sensors.
Realism inspired battle balancing mixed with "more traditional RTS"
Vision, accuracy, target size, terrain, weather or electronic warfare can be important in addition to damage and hit points. Large vs small units & weapons is a cost-efficiency design choice. Larger units may have larger signatures with larger hitbox. Larger weapons have less damage per second per volume dedicated to weapon as their smaller counterparts while costing more ammo or power to fire. Armor is more likely to block smaller weapons because they tend to be lower damage per shot. Different front/side/rear/top armor values for hull and blocks/turrets.
AI behaviours for player
Player units can automatically retreat at low hp or ammo, attempt to scout, seek battle, keep range and/or rotation to target.
Non cheating battle enemy AI
AI has exactly the same vision rules as player during battle. It knows player approximate start position the same way as player knows Possible Enemy Location markers.
Campaign focused on survival or 4x
Turn-based campaign with very fast turns. (1 day or 5 days at once)
There is no win condition.
The single defeat condition is loss of home planet.
A typical campaign is about holding stability on owned planets while building up vehicle roster and engaging in battles via. missions. Money can be used to purchase nearly everything. But for more effective faction a management of minerals, materials, tactical ops. and similar is required.
Technology is divided into 5 tiers where single technology unlocks multiple components.
Tier 1 is pre missile age, tier 2 is current era and tier 3 is sci-fi with bubble shields.
Campaign can be customized to not feature faction vs. faction wars or raids or to feature only space, ocean or land battles and relevant vehicle designs.
Multiple objectives for battles: destroy, escort, extract, search.
Basic Logistics
No advanced logistics management is needed but it can be feasible.
In most battles, making sure that the design has enough fuel/power to reach
enemies while having ammo for a few minutes is enough.
Most units need power, fuel, ammoM (0-99mm), ammoX (100-199mm), ammoXL (200+ mm). And there is possibility of supply depots.
But as the battle drags on, situations such as artillery running out of ammo or radar planes turning off their active radars because running out of power can happen.
Right click order modifiers
E.g. R click with Q is rotate instead of move. R is reverse. Ctrl is attack move. Alt to lower aircraft flight altitude or submarine surfacing. These combinations can be used together.
NOT a voxel vehicle builder game
Designer allows up to around 50 resizeable "blocks" with custom front/side/... armor to be attached but this is not the focus of this game.
These "blocks" are addition to hull of the design.
Pathfinding
Terrain is semi-procedural and its up to the player to determine whether their land units should attempt to climb that hill or not. But beware as flipped vehicles can sometimes get stuck for the rest of battle, auto unflip feature may work for units not in combat.
Pathfinding around bodies of water is not yet properly implemented.
Simple physics
Not a physics simulator game. Physics are approximated, simple and designed for maximum performance. Units can flip from overpowered gun recoil and helicopters can crash when landing at sloped surfaces.
Demo
Demo may be an older version and also ends the campaign after some time. Please consider playing the demo before purchasing.
In-game music
Author: Rafael Krux (cinematicwaves)
Music Licence: CC BY 4.0 - free but requires credits for the author. Full credits in game on main menu version click.
No FPV kamikaze drones
Realism setting is mixed with "traditional rts", these drones could easily break balance as imo irl they are counter to vehicles and this game is about vehicles.
Reviews
If the title ("Mk50 TWL Vehicle Battler Custom Slider" at this writing) wasn't enough of a giveaway, this is a quirky and fiddly game for people who like fiddling with unit designs. It could definitely benefit from more UI polish and some sanding off of gameplay roughness. But if you're into that sort of game (I might reference Aurora 4x or Rule the Waves 2/3) I would recommend adding this one to your collection. It's got a satisfying depth of design options, interesting constraints, and interesting patterns playing out in battle. And the campaign mode works well enough to motivate play for people like me who can't make their own fun with just a designer and a skirmish mode.
Needs more work but there are no other games like it.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Underneath the crappy UI and lack of quality of life, TWL is a real gem of a game.
Its got some rough corners, but it's quite a gem.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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