# An RTS where the map does not survive the battle

> A real-time strategy game with truly destructible terrain: walls, buildings and hills are made of blocks that artillery and explosives take apart for good.

**Walls are breached, hills are flattened, gates are blown open — and none of it grows back on its own.**

## Destruction that changes the plan, not just the picture

In most strategy games a destroyed building leaves a decal. Here it leaves a hole in the terrain, a gap in a wall and a new route into your base. Because units cannot cross anything taller than one block, removing blocks is a tactic: artillery can open a path, and explosives can flatten a defended ridge.

## What that means in a match

* A wall is an investment with hit points, not a line on the map.
* Breaches stay open until a worker rebuilds them — repairs cost you economy at the worst moment.
* Terrain height decides sightlines and approach routes, so artillery positions are worth fighting over.
* Late-game weapons change the shape of the map, which is exactly why they are expensive.

The rules stay readable on purpose: build upward, collapse downward, no tunnelling. See the [buildings](/en/buildings/) for what can be built and what it takes to bring it down.
