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Atoll Command

  • 3d
  • rts
  • tactics
  • ww2
  • strategy
  • military
  • campaign
  • isometric
1
Remix it Discord

72 plays ·added June 18, 2026

About Atoll Command

You’re island hopping as the Americans. Killing Japanese and holding your own. Or be the Japanese trying to stop the American advance. Ether way play as America or Japan in this WW2 RTS

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Liam Schuldes built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Atoll Command yet. Play it, then tell Liam Schuldes what you would add next.

Make your own game

Atoll Command was built by Liam Schuldes with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Atoll Command opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Atoll Command

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a WW2 Pacific Theater real-time tactics game from an overhead isometric camera perspective. The game shows low-poly 3D units and terrain with simplified stylized visuals on ocean-blue water and sandy beaches with palm trees. The camera is angled down at approximately 45 degrees, looking over tropical island battlefields.

**Core Gameplay & Mechanics:**
- Click/tap individual units to select them, with cyan glowing ring indicators appearing beneath selected friendly units
- Click/tap on ground to move selected units; click/tap on enemy units to issue attack orders that make units move into range and auto-fire
- Drag on empty terrain to pan the camera; pinch or mouse wheel to zoom
- Units automatically engage nearby enemies in their range once positioned
- Four large UI buttons at bottom: "SELECT ALL" (yellow/olive), "HOLD" (dark gray), "REINFORCE" (red), "NEXT" (gray, becomes active when mission complete)

**Unit Types - American (Friendly, olive/green uniforms with white stars):**
- Marine squads: 3 soldiers with helmets, rifles, and backpacks
- Riflemen teams: 2 soldiers similar to marines
- Bazooka AT teams: 2 soldiers, one carrying visible bazooka rocket launcher
- Willys Jeeps: small open-top 4-wheeled vehicles with flat hood, grille, spare tire
- M3 Scout Cars: larger 4-wheeled armored vehicles with gun ring
- M8 Greyhound: 6-wheeled armored cars with turret
- M18 Hellcat: low, fast tank destroyers with open turret and long gun barrel
- Sherman tanks: medium tanks with rounded turret, sloped glacis, white star marking
- M3 Lee: tall tanks with side sponson gun and elevated hull
- Landing craft: large flat boats with open top, rear cabin, front ramp
- Ships: offshore naval vessels (controllable in some missions)

**Unit Types - Japanese (Enemy, tan/brown uniforms with red/white roundels):**
- Rifle squads: 3 soldiers
- Patrol infantry: 2 soldiers
- Officers: single soldier with red pennant flag on pole
- AT grenadier teams: 2 soldiers with pole charges and explosive packs
- Machine gun teams: 1-2 soldiers with tripod-mounted MG and sandbag positions
- Mortar teams: 1 soldier with angled mortar tube and circular base plate
- Bunkers: large rectangular concrete structures with sandbags, weapon slits, roof hatch
- Coastal gun bunkers: larger bunkers with protruding long artillery barrel
- Type 92 tankettes: small tracked tanks with tiny turret
- Type 87 armored cars: 6-wheeled vehicles with turret
- Type 95 Ha-Go light tanks: small tracked tanks with turret and cupola
- Ho-Ni tank destroyers: open-topped tracked vehicles with front gun shield
- Type-93 Chi-Ha medium tanks: larger tracked tanks with sloped nose, cupola, side storage boxes

**Visual Style:**
- Low-poly 3D art with simple geometric shapes and flat-shaded surfaces
- Bright cyan-blue ocean plane extending to fog distance
- Sandy tan beaches transitioning to darker green grass inland
- Palm trees scattered across islands (both straight and bent varieties)
- Small modular town buildings with peaked roofs in some missions
- Wooden crates and barrels as scatter props
- Dirt roads cutting through terrain
- Soft shadows from units and structures
- Atmospheric fog fading distant objects to blue
- Red enemy marker indicators visible over hostile units
- Yellow objective flag poles with green flags marking capture points
- Projectiles rendered as small flying shapes during combat
- Explosion bursts with orange/red particles when units are destroyed

**HUD Elements:**
- Top info banner showing: briefing text, supply count, unit counts, mission timer
- Large text panel displaying mission name (e.g. "MAKIN OUTPOST"), objective description, and controls reminder
- Selection panel showing "1 SELECTED" with unit type description (e.g. "1 Marine squad. Tap ground to move or red enemies to attack.")
- Time counter displayed during timed/survival missions
- Semi-transparent dark overlays for text panels

**Objective System:**
- Green flag poles with yellow flags mark capture points - flags turn yellow when captured by player
- Objective labels include: "Supply Dump", "Radio Hut", "Airstrip", "Command Cave", "Fort Gate", "Town Square", etc.
- Some missions require capturing all objectives plus clearing all enemies (marked with small red indicators)
- Other missions are timed survival (hold position for X seconds) or evacuation (reach landing craft zones)
- Special mission types: ship control phase before landing, reinforcement waves arriving periodically, base defense

**Campaign Structure:**
- 11 American campaign missions from island hopping assaults (Makin, Tarawa, Peleliu themed) to final city edge battle
- 9 Japanese campaign missions playing as defenders and counterattacking forces
- Missions unlock sequentially upon completion
- Supply resource used to call reinforcements via red "REINFORCE" button
- Landing craft visible at beach edges in amphibious assault missions
- Progressive difficulty with larger maps, more enemies, combined arms battles

**Combat Details:**
- Units face their movement direction and rotate toward targets when firing
- Different ranges and reload times per unit type (infantry ~10-15 units, tanks ~15-20, ships ~34)
- Visible projectile tracers during firefights
- Units show damage state and are removed when HP depleted
- Auto-targeting prioritizes nearby threats within range
- Hold command makes units stay in position
- AT infantry and tanks deal heavy damage to armored targets

**Special Mission Mechanics:**
- Naval bombardment: control ships to shell beach defenses before landing
- Landing waves: periodic reinforcement boats arrive automatically from off-map
- Evacuation: surviving units must reach marked landing craft zones within time limit
- Survival mode: hold position against timed enemy waves until relief arrives
- Capture rewards: taking certain objectives grants specific reinforcement units
- Ambient patrols: some enemy units follow preset routes
- Alarm mechanics: escaping scouts trigger enemy reinforcements
- Final atomic blast: campaign ends with large explosion effect destroying battlefield

The game is turn-less real-time tactics with 3D rendered from isometric overhead view, combining unit selection, positioning, and automatic combat resolution across diverse Pacific island warfare scenarios.

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