What "AR" means here

When you create an AR battlefield, the game uses your phone's camera to find the floor and map the boundary of your play area. The world it generates is anchored to your real space — walk around it and it stays put, like a miniature that happens to be made of light.

Privacy, plainly: camera processing for AR happens on your device. Camera images aren't uploaded or stored — what the game keeps is an abstract outline of your play boundary (coordinates, not pictures). Full details.

Defining the play area

The scan flow guides you to walk the edge of your intended battlefield while the game maps it, with live coaching — slow down, find the floor, close the loop. Real rooms are messy, and the system is built for that: the detected boundary is editable, so you can adjust, extend, or reshape the play area the scan produced before the world is generated. Room furniture never becomes terrain; the game generates its own hills, forests, and lakes inside your shape.

Battlefield sizes

You choose a battlefield setup before scanning, and the game fits it to your actual space. The size choice is about pacing — how long armies take to cross the world — rather than raw dimensions. A smaller battlefield in the same room renders physically larger, more personal units; a larger one gives strategy more room. Exact dimensions vary by space and device, which is why we don't promise numbers here.

Ways to view the battle

The game is built around two families of perspective: tabletop-style views — the classic strategy camera, panning and zooming over the world — and an immersive view where the battlefield holds its position in your room and you physically move around it. Cinematic presentation moments are part of the design. Which views ship at which quality is exactly the kind of thing the roadmap tracks honestly.

Staying anchored

A strategy game needs its world to stay put, so a lot of engineering goes into anchoring — keeping the battlefield aligned with your floor, recovering when tracking stumbles, and being conservative about showing you a world that has drifted. If tracking quality drops, the game pauses what depends on it rather than guessing. Returning to a saved town in the same room is designed to re-anchor the world where it was.

Making it work well

The full preparation guide: How to prepare a room for an AR strategy battle.

Safety and accessibility

Playing means moving through real space while watching a screen. Keep a clear walkway, know where furniture, stairs, pets, and people are, and stop if you feel disoriented. The AR safety guidance is short and worth one real read. For players for whom movement-based AR is a barrier, the instant battlefield option reduces the physical setup, and the honest state of non-AR accessibility is maintained on the accessibility page.

When something goes wrong

Tracking loss, drift, permission issues, insufficient space — all have specific fixes, collected in AR & camera support. The short version: light, movement, surfaces, space, device state, in that order.

Status note: everything on this page describes systems in active development, tested primarily on iPhone. Device support lists and exact capabilities will be published when they're verified on real hardware — not before.

Your room has been a battlefield all along.

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In development for iPhone and Android