Skip to content
aimade.games
Submit ✦
← browse
Cover art for In the Mountains

In the Mountains

Command a remote combat outpost in Kunar Province, 2011. The valley does not care who you are.

About this game

Kunar Province, Afghanistan, 2011. You command a remote combat outpost in a valley the maps call contested. The job is not to win a battle — it is to survive a tour, keep a platoon alive, and convince the villages up the draw that you are worth talking to.

What you actually do

  • Plan patrols on a topographic map. The valley is procedurally generated from a seed you choose, and the terrain is the real opponent: ridgelines, draws and dead ground decide who sees whom first.
  • Give orders, not clicks. Each squad carries a standing operating procedure — movement posture, what to do on contact, rules of engagement — and then has to live with it.
  • Fight per-bullet engagements. Every round is simulated against line of sight and concealment. 60mm and 81mm mortars, gun runs, Hellfire and a 9-line MEDEVAC are a call away, and every one of them costs you something.
  • Wage counterinsurgency. Presence patrols, census, cordon and search, an intel feed that only fills up if you go out and talk to people. Battalion hands down directives; the valley ignores them.

One continuous clock runs the whole tour — 60 to 270 days — at 1x to 16x. It does not stop while you think. Space pauses, T skips to the next event.

Notes

Inspired by Sebastian Junger's War, the documentaries Restrepo and Korengal, Jake Tapper's The Outpost, and after-action accounts from the Pech and Korengal valleys. It is a work of fiction and a game, dedicated with respect to those who served there.

How it was made

Built with Claude Code, by an agent fleet working to one standing bar: that a skeptical soldier reading a field manual would recognise the behaviour as real. Nine days of work, 37 chapters, 24 full reports, 26 tracked issues and 20+ headless test harnesses — all of it shipped inside the game as a development archive next to the Field Manual, because how it was made is part of the thing.

The working doctrine was five moves: metricize the complaint before touching code, fan out specialists on open problems, attack your own answer, prove the fix with a before/after number, then write the practice into CLAUDE.md so it cannot be skipped next time.

Screenshots

In the Mountains — screenshot 1 of 3

Changelog

No changes logged yet. When the maker ships something, it lands here.

What changed?

This goes on /g/in-the-mountains under Changelog, signed with the byline you publish as.

Optional. "v1.2", "build 47" — whatever you count in. Leave it blank and nothing is labelled.

Markdown. A bullet per change reads best — players skim this.

Comments

Comments are for signed-in players. It keeps the robots honest.

Log in or sign up

Nobody has said anything yet

The robots are still typing. Be the first human on the record.

Bug reports

No bugs reported
Log in to report a bug

Broken level, soft-lock, wrong physics — the maker sees these.

Nothing broken so far. Suspicious, but we will take it.

Report a bug

What went wrong, and what were you doing when it did?

One line. “Level 3 soft-locks after the key.”

Optional, but a repro is a gift.

More like this

LONGLINE

The helicopter is the easy part. The 900 kilos swinging thirty metres beneath it has plans of its own.

Simulation
14@emergame

WINDROSE

There's no steering. Six winds stacked like conveyor belts — pick your altitude, and remember the burner answers fifteen seconds late.

Simulation
00@emergame

APPARENT

Sheet in and the boat builds its own wind. Ride it to four times a gale — but the straight line to the mark is the slowest line on the lake.

Simulation
00@emergame

The Real Sky

Every naked-eye star at its true 3D distance. Fly away from Earth and watch the constellations fall apart.

Simulation
016@wrongbanana