Field of Command
Field of Command is a World War II strategy game about manoeuvre, pressure, and battlefield command. The first arcs are historical; later chapters widen into framed alternate histories. The public build is in the browser for now, with native desktop and mobile clients to follow.
- Developer
- Fieldcraft Games (Matt “Southers”)
- Genre
- WW2 sandbox RTS at battalion and brigade scale
- Platforms
- Modern browsers on desktop, tablet, and phone today. Native desktop and mobile apps are in development.
- Status
- In active development. Public preview: play.fieldofcommand.com
- Engine
- Three.js and WebGPU, with deterministic lockstep multiplayer
- Business model
- Versus, skirmish, and core campaigns ship free. Paid expansions add theatres and alternate-history arcs. Ranked and casual play are decided on the map.
Pitch
Field of Command lives in the decisions that actually swing a fight: committing reserves, holding or yielding ground, drawing the enemy onto unfavourable ground, and occasionally staking the table on a single breakthrough.
Each operation fields a fighting echelon from a wider order of battle, with formations, attachments, and combined arms kept at the right scale for the map. Battles unfold on large maps, but terrain and weather stay legible from the tactical camera. Intelligence, concealment, light and heavy artillery, air support, and supply arrive as six named support arms, not a single catch-all ability strip.
The opening campaign line follows the British Expeditionary Force through the Phoney War, the Dyle Line, and Dunkirk, then continues into Britain in 1940, the Western Desert, Normandy, and additional theatres. Alternate-history beats sit beside that spine on purpose, not as a bait-and-switch. One simulation underpins single-player milestones, skirmish on cleared maps, and multiplayer, so a mission that ships in the story remains worth loading again with friends or in ranked play.
Key features
- Campaign structure. Historical orders of battle, real geography, and chapter-style pressure, beginning with the BEF in France in 1940.
- Alternate history. Later arcs spell out the fork honestly (period kit, honest ratios, labelled expansions).
- Command scale. A career arc that widens doctrine and roster depth while keeping fair-force multiplayer readable.
- Cross-platform. One account across devices; browser play ships first.
- Multiplayer. Lockstep netcode and a ruleset aimed at long-term competitive balance.
- How it is made. Public preview builds, Discord playtests, and a roadmap posted as features land.
Screenshots & key art
Contact
- Press & partnerships
- press@fieldcraftgames.com
- Discord (community)
- discord.gg/fieldofcommand
- Social
- YouTube, X, Reddit