ASSAULT COMMANDER
ASSAULT COMMANDER is a 3D real-time strategy and battlefield command game.
You play as a battlefield commander and progress through a series of increasingly difficult campaign levels. Build your base, gather resources, develop your military forces, deploy units, and directly command your troops in real-time combat.
The game is built around more than simply controlling troops. You must also manage:
Base construction
Resource management
Power supply
Unit production
Battlefield reconnaissance
Unit deployment
Base defense
Enemy attacks
Active skills
Commander progression
Equipment upgrades
The goal is to build an effective military system under limited resources and continuous enemy pressure, then destroy the enemy base.
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2. CORE GAMEPLAY
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At the beginning of each level, you have your own base and starting military facilities.
By developing your base, you can expand your army and choose different strategies according to the battlefield situation.
A typical match follows this cycle:
Build and develop your base → Gather resources → Develop power → Construct production facilities → Produce combat units → Explore the battlefield → Defend against enemy attacks → Launch an attack → Destroy the enemy base → Earn rewards → Upgrade your commander → Advance to the next level.
Combat takes place in real time. The enemy also develops its own base, produces units, builds facilities, and launches attacks according to the situation.
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3. 12-LEVEL CAMPAIGN
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The game contains a complete 12-level campaign.
Players begin with the first level. As the campaign progresses, difficulty increases and enemy resources, military forces, and attack pressure become stronger.
The 12 campaign maps are:
1. Thunder Canyon
2. Dusk Plains
3. Crossroads
4. Central Oasis
5. Desert Storm
6. Autumn Field
7. Polar Icefield
8. Alpine Assault
9. Pharaoh's Return
10. Volcanic Crater
11. Deep Jungle
12. Urban Warfare
Each map has its own environmental theme, battlefield decoration, base locations, resource distribution, and terrain height variation, creating different battlefield conditions.
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4. BASE CONSTRUCTION SYSTEM
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Players can construct their own military base on the battlefield.
Available structures include:
1. Field Generator
Provides battlefield power and is an important part of keeping the base operational.
2. Extraction Site
Supports resource extraction and Harvester production and is a core economic structure.
3. Barracks
Used to produce basic infantry units.
4. Armor Plant
Used to produce Recon Vehicles, Main Battle Tanks, Heavy Breakthrough Tanks, and Self-Propelled Howitzers.
5. Airfield
Used to produce Attack Helicopters.
6. Sentry Gun
An automated defensive structure that attacks enemy targets within range.
7. Barrier
Provides additional defensive protection around the base.
Buildings have different hit points, dimensions, power usage, production capabilities, and weapon capabilities. Base layout is therefore an important part of strategy.
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5. POWER SYSTEM
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The base has an independent power management system.
Field Generators provide power, while some production and defensive structures consume power.
When the base has insufficient power, the game displays:
"⚠ LOW POWER — production halved, turrets offline"
This means players must manage both credits and power supply.
Expanding too quickly without building enough power generation can reduce production capability and affect defensive performance.
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6. RESOURCES AND ECONOMY
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The game revolves around resource management.
The main economic resource is:
Credits
Credits are used for:
Building structures
Producing units
Developing the base
Expanding military forces
Players begin with starting credits and can gain additional resources through mining and the economic system.
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7. MINING SYSTEM
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Crystal resource deposits are distributed across the battlefield.
Players can construct Extraction Sites and produce Harvesters to collect resources.
Harvesters can:
Locate resource areas
Move to resource deposits
Collect crystals
Carry resources back
Continuously provide economic income
Resource deposits have limited amounts, so players must consider:
Resource location
Distance from the base
Number of Harvesters
Enemy attack routes
Resource consumption speed
Mining efficiency can also be improved through commander upgrades and equipment.
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8. ARMY SYSTEM
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Units are organized primarily into:
Infantry
Vehicles
Air
Support units
Players can directly select, move, attack, stop, and reorganize their forces.
The game uses a default army cap of 50.
Once the army reaches the cap, additional units cannot be produced, making army size management important.
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9. INFANTRY UNITS
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[Assault Squad]
A basic infantry unit.
Characteristics:
Good mobility
Low production cost
Suitable as a basic combat force
Effective for defense and large formations
[ATGM Team]
An anti-armor combat unit.
It has stronger single-target attack capability and is designed to deal with enemy armored forces.
Suitable for:
Base defense
Stopping tanks
Protecting important structures
Creating anti-armor firing lines
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10. VEHICLE UNITS
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[Harvester]
The primary economic unit.
Harvesters collect crystals from resource deposits and return resources to the base.
Although it is not a primary combat unit, it directly affects the speed of economic development.
[Recon Vehicle]
A fast light armored vehicle.
Characteristics:
High movement speed
Large sight range
Suitable for exploration
Can quickly support different areas of the battlefield
[MBT Platoon]
A standard heavy combat unit.
It has higher hit points, attack power, and range, making it suitable as a main front-line force.
[Heavy Breakthrough]
A heavy armored unit with high hit points and high attack power.
Suitable for:
Breaking through enemy defenses
Attacking enemy bases
Absorbing heavy fire
Serving as the core of an offensive force
[Self-Propelled Howitzer]
A long-range fire support unit.
It has a long attack range and is suitable for attacking enemy fixed targets and groups of units from a distance.
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11. AIR FORCE SYSTEM
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[Attack Helicopter]
An air combat unit.
It can be produced from an Airfield and uses air mobility to attack enemy ground targets.
Suitable for:
Rapid support
Attacking ground targets
Bypassing some ground obstacles
Coordinating with ground forces
Air units allow players to organize attacks from both the ground and the air.
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12. UNIT PRODUCTION SYSTEM
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Different units require different production buildings.
Harvester → Extraction Site
Infantry → Barracks
Recon Vehicle / MBT / Heavy Breakthrough / Self-Propelled Howitzer → Armor Plant
Attack Helicopter → Airfield
Units cannot be produced without the required production structure.
Each production building has its own production queue. When the queue is full, additional units cannot be added.
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13. COMBAT SYSTEM
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Combat takes place in real time.
Players can:
Select a single unit
Drag-select multiple units
Select units of the same type
Move units
Attack enemies
Stop units
Order Harvesters to perform mining tasks
Right-click can be used to issue movement and attack orders on the battlefield.
Keyboard shortcuts also allow faster battlefield control.
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14. RECONNAISSANCE AND FOG OF WAR
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The game includes a battlefield visibility system.
Players cannot see every enemy unit on the entire map at all times.
Enemy units and structures must enter the player's vision range before they can be detected.
Therefore:
Reconnaissance
Expanding vision
Tracking enemy positions
Understanding enemy base layouts
are all important parts of combat.
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15. TACTICAL MAP
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The game includes a dedicated tactical minimap (TAC-MAP).
The minimap can show:
Resource areas
Friendly buildings
Enemy buildings
Friendly units
Discovered enemy units
Current camera position
Players can also click the minimap to quickly move the battlefield camera.
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16. ENEMY AI
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The enemy has its own base construction and military production system.
The enemy AI can:
Build power structures
Build Barracks
Build Extraction Sites
Build Armor Plants
Build defensive guns
Build Airfields
Produce Harvesters
Produce Infantry
Produce Anti-Tank units
Produce Recon Vehicles
Produce Tanks
Produce Heavy Tanks
Produce Helicopters
The enemy can also organize attack waves according to the battle situation.
As difficulty increases:
Enemy economic capability increases
Attack waves become stronger
Initial enemy military strength increases
Enemy army size grows
Later levels therefore require continued tactical adaptation.
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17. ENEMY ATTACK WAVE SYSTEM
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Enemies launch attacks periodically during combat.
The top HUD displays an enemy attack countdown.
As an enemy attack wave approaches, the game provides alert notifications.
Players need to prepare before enemy waves arrive by:
Strengthening defenses
Producing units
Repairing buildings
Preparing offensive forces
Maintaining sufficient power
Maintaining sufficient resources
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18. ACTIVE SKILL SYSTEM
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The game includes four active skills.
[Q — Airstrike]
Launches an airstrike on a selected area.
Suitable for:
Attacking groups of enemies
Striking enemy bases
Weakening enemy forces
Creating breakthrough opportunities
[E — Field Repair]
Repairs friendly units and buildings around a selected area.
Suitable for:
Saving damaged bases
Repairing armored units
Extending the survival time of defensive structures
[R — Overdrive]
Temporarily enhances friendly units and improves combat effectiveness.
Suitable for:
Critical attacks
Base defense
Tank breakthroughs
Final engagements
[F — Reinforce]
Calls additional combat forces from the friendly base.
Used for:
Replacing losses
Strengthening offensive forces
Quickly establishing a defensive line
Launching counterattacks
The four skills correspond to Q / E / R / F and have individual cooldowns. Some skills require the appropriate Commander level before they can be unlocked.
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19. COMMANDER PROGRESSION
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The game includes progression across the campaign.
Players can earn:
XP / Experience
Upgrade Points
Requisition Tokens
Reserve Funds
As experience accumulates, Commander level increases.
Higher Commander levels unlock additional capabilities and tactical options.
This allows players to strengthen their overall combat system throughout the campaign.
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20. COMMANDER UPGRADES
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The game provides five main upgrade categories:
[🔥 Firepower]
Increases overall combat power.
[🛡 Armor]
Improves unit survivability.
[💰 War Economy]
Improves economic development.
[🪖 Vanguard]
Provides additional starting military forces.
[⛏ Mining]
Improves mining capability and resource gathering.
Upgrades are purchased with Upgrade Points and can be increased through multiple levels.
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21. ARMORY SYSTEM
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The game includes an independent equipment system.
Equipment is divided into:
Weapons
Armor
Accessories
Equipment can be purchased using Requisition Tokens earned through the campaign and then equipped within the commander system.
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22. WEAPON EQUIPMENT
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[Refined Warheads]
Improves attack capability.
[Commander Blade]
Further improves weapon effects.
[Storm Core]
Advanced firepower equipment.
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23. ARMOR EQUIPMENT
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[Steel Plating]
Improves defensive capability.
[Composite Armor]
Further increases protection.
[Reactive Armor]
Advanced defensive equipment.
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24. ACCESSORY EQUIPMENT
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[Mining Drill]
Improves mining efficiency.
[Supply Pack]
Strengthens the economic system.
[Cooldown Chip]
Reduces active skill cooldown pressure.
[Speed Servo]
Improves movement-related performance.
Different equipment provides different attributes and can stack with commander upgrades.
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25. POST-BATTLE REWARDS
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After completing a level, players can receive:
XP / Experience
Upgrade Points
Requisition Tokens
Reserve Funds
Rewards are calculated using factors such as the current level, kills, harvested resources, and whether the commander leveled up.
Victory saves campaign progress and unlocks subsequent levels.
Completing the final level enters the full campaign completion state.
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26. DEFEAT AND REPLAY
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If all of the player's buildings are destroyed, the mission is lost.
After a defeat, the player can:
Retry the current level
After victory, the player can:
Enter the next level
Replay the current level
Return to the level selection screen
Open Commander Upgrades
Open the Armory
Players can continue experimenting with different strategies.
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27. BATTLE STATISTICS
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At the end of each battle, the game displays:
Time
Kills
Losses
Harvested
These statistics help players review their performance in each match.
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28. MOUSE CONTROLS
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Left Mouse Button:
Select units
Place buildings
Use active skills
Right Mouse Button:
Move
Attack
Cancel the current action
Mouse Drag Selection:
Select multiple friendly units.
Mouse Wheel:
Adjust battlefield camera distance.
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29. KEYBOARD SHORTCUTS
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Q: Airstrike
E: Field Repair
R: Overdrive
F: Reinforce
A: Attack command
S: Stop
H: Mining command
WASD: Move the battlefield camera
Space: Quickly return to the friendly base camera view
Number Keys:
Quickly use production bar / formation controls
Ctrl + Number:
Save unit groups
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30. MULTI-LANGUAGE SUPPORT
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The game includes a built-in multi-language system.
Supported languages include:
Chinese
English
German
French
Portuguese
Spanish
Japanese
Korean
Russian
Vietnamese
Languages can be switched from the start screen and the top in-game interface.
The language system updates:
Interface text
Building names
Unit names
Skill names
Equipment names
Map names
Control instructions
Campaign messages
Victory and defeat messages
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31. BATTLEFIELD ENVIRONMENTS
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The game includes multiple battlefield themes:
Grassland canyon
Oasis
Desert
Snow and ice
Highlands
Jungle
Volcanic areas
Urban areas
Ancient ruin-style areas
Autumn countryside
Some maps also contain:
Trees
Rocks
Lava
Pyramids
Urban buildings
Different environments create different visual and battlefield settings.
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32. BASE LAYOUT AND STRATEGY
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Buildings are not meant to be placed randomly.
Players must consider:
The position of buildings
Outer base defenses
Number of production structures
Power supply
Distance to resource deposits
Unit spawn positions
Enemy attack directions
A well-designed base can improve production efficiency and reduce defensive pressure.
Poor layout can lead to:
Insufficient power
Slower production
Units being unable to deploy quickly
Exposed defenses
Long resource transport distances
Base construction is therefore a major part of the overall strategy.
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33. BALANCING RESOURCES AND MILITARY POWER
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Players must constantly make strategic choices:
Should you build more structures or produce tanks first?
Should you increase power generation or expand mining?
Should you save credits or build defenses early?
Should you attack immediately or wait until a larger army is ready?
These choices directly affect the battle.
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34. OFFENSE AND DEFENSE
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Players can use different strategic approaches.
[Base Defense]
Use barriers, Sentry Guns, and infantry to defend the base.
[Armored Push]
Build an Armor Plant quickly and use tanks and heavy tanks to break through.
[Long-Range Fire Support]
Use Self-Propelled Howitzers for long-range support.
[Combined Arms]
Combine tanks, infantry, and Attack Helicopters into an integrated force.
[Economic Development]
Expand mining and resource production to support large armies in later stages.
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35. STRATEGIC DEPTH
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The main strategic cycle of the game can be summarized as:
Build → Gather → Produce → Recon → Defend → Attack → Win → Upgrade → Higher Difficulty
As the campaign progresses, players must process more battlefield information at the same time.
You need to consider:
When to attack
Where to attack
Which units to use
How much economy is required
Whether enough power is available
Whether the base can survive
When the next enemy wave will arrive
When to use active skills
Which units should be preserved
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36. OBJECTIVE
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The core objective of each level is to destroy the enemy base while protecting your own buildings.
Players must use:
Base construction
Resource control
Unit production
Unit deployment
Active skills
Tactical decisions
to gain battlefield control.
When all enemy buildings have been destroyed, the level is won.
When all friendly buildings have been destroyed, the mission is lost.
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37. GAME FEATURES SUMMARY
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ASSAULT COMMANDER combines classic real-time strategy gameplay with a Commander progression system.
You are not simply completing individual battles. You are developing a military force that becomes stronger throughout the campaign.
Starting with a basic base and basic infantry, players can eventually command:
Heavy Tanks
Self-Propelled Howitzers
Attack Helicopters
Advanced defensive structures
Upgraded commanders
Advanced equipment
Active skills
The campaign gradually develops into a complete military system.
The 12 campaign maps provide different environments and difficulty levels.
Base construction creates different development paths in each match.
Real-time enemy attacks force players to continuously adapt their strategy.
Commander upgrades and equipment allow players to develop and strengthen their overall combat system.
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38. ONE-SENTENCE DESCRIPTION
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Build your base, control resources, assemble your army, command the battlefield, break through enemy defenses across 12 increasingly challenging campaign levels, and complete the entire campaign.
ASSAULT COMMANDER
Build. Gather. Deploy. Defend. Attack. Conquer.
The battlefield is ready.
Now, you command.
| Published | 24 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | PatrolShooting |
| Genre | Strategy |
| Tags | 3d-strategy, base-building, base-defense, campaign-mode, military-command, real-time-combat, Real time strategy, resource-management, tank-warfare, war-strategy |







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