Rust Nomads
Fast raiders on scrap-built machines. Hit first, hit hard, never stop moving.
Turn-based strategy at the end of the world.
The old world ended. The wasteland did not. It has towns to take, mines to work, roads to hold, and four factions who each think it belongs to them.
Rustlords is turn-based strategy in the classic mould. Explore the map a day at a time. Build up your towns. Hire heroes, raise an army, and settle things on a hex battlefield. It is drawn like a European comic album about the end of the world: gritty, but an adventure.
Fast raiders on scrap-built machines. Hit first, hit hard, never stop moving.
Survivors of the sealed vaults. Disciplined lines, drones and laser fire.
Twisted by the fallout and stronger for it. Cheap, tough, and they just keep healing.
Land pirates who sail the salt flats. Gliders overhead, harpoons in hand, and every fight pays.
Each has its own town to build, its own walls, two kinds of hero, and five troops with an upgrade apiece, from Scavvers to Juggernauts. All 49 units are painted and animated.

Fights are fought on a hex field, stack against stack. Shooters want cover, chargers want room, and your hero's gadgets (a Molotov, a Smoke Screen, an Air Strike if you have lived that long) can turn a round.
A walled town is a siege: a gate to smash, razor wire, gun nests and a killing ground of mines. Before any fight the game tells you the odds, and a battle you would rather not fight by hand can be left to the computer.


Over forty missions, each opening on an illustrated briefing. Your lead hero grows from mission to mission and your choices carry through. The rivals come for you: nobody wins by waiting behind the walls.

Skirmish on generated maps in four sizes for two to six sides, with rivers, lakes, neutral settlements and great beasts that walk tracks of their own. Or five hand-drawn maps for a fair duel. Three difficulties.
A map editor. Paint the ground, place the towns, the mines and the guards. It mirrors your work for the other seats and checks the map for fairness as you go. Then play it.
Online, at your own pace. Start a game, share its code, and play. No accounts. Take your turn when you have a minute: the game waits three days, and when everybody is at the table, a battle between two players is fought live.

A day on the map takes a few minutes: a bus ride, a queue, a kettle. The whole game plays with a thumb, holding the phone upright, and it keeps playing with no signal. On a computer it plays with a mouse, the keyboard or a controller.
The tutorial and the first two missions of The Warlord Years, and skirmish on Small maps with all four factions, against the computer or online against friends. Your progress carries into the full game.