
Hold the line in Flanders, 1916. Buy your company, dig in, and survive what comes across the wire.
About this game
Flanders, 1916. A stretch of line, a bank account in pounds sterling, and whatever is about to come across the wire. Buy your company man by man, put them on the fire-step, and hold.
What you actually do
- Muster a company. Riflemen at £30, Lewis gunners, a Vickers MG, snipers, bombers, Stokes mortars, an 18-pounder, stretcher bearers, officers, sappers and a Livens projector — every man a line item.
- Dig in. Barbed wire, buried mines, sandbag parapets, tank traps, searchlights and flare posts, placed where you think the push will come.
- Fight the fight. Take cover, rapid fire, fix bayonets, gas masks up, call a creeping barrage, send the Mark IV over. Every order has a key and a cost.
- Two ways to fight. Wave Defence is you against escalating assaults. Trench vs Trench is the headline mode: a symmetric push against a human over a room code, or against a German AI commander with three personas — methodical, stosstrupp, opportunist.
Runs in the browser on a real-time simulation with a deterministic lockstep core, so a multiplayer battle replays identically on every peer — and the war diary lets you watch your last battle back.
How it was made
Built with Claude Code. The whole thing — the trench renderer, the ballistics and targeting model, the lockstep multiplayer protocol, the period typography and the despatches changelog you can read on the title screen — was designed and shipped in conversation with an AI coding agent. The in-game DESPATCHES panel is the honest version history, enforced by the build: no release lands without its entry.
Screenshots
Changelog
No changes logged yet. When the maker ships something, it lands here.
Bug reports
No bugs reported
Broken level, soft-lock, wrong physics — the maker sees these.
Nothing broken so far. Suspicious, but we will take it.
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