PIXELWAR.
CINEMATIC CONCEPT
Global real-world territory war · Browser game

PIXEL
WAR.

TAKE THE MAP.

Choose your homeland. Join your country. Fight over a shared world map made of more than 100 million cells. Every border can change.

EXPLORE THE GAME ↘
Coming soon. Launch date and public testing are not yet confirmed.
THE WORLD IS NOT YOURS. YET.
01 / ONE SHARED WORLD
02 / 100M+ CELLS
03 / ONE COUNTRY. ONE TEAM.
04 / THREE MONTHS
01 / The premise

YOUR COUNTRY. YOUR WAR.

This isn't a single-player conquest. Every player who chooses the same homeland joins one team, sharing territory and fighting for the same borders. Defend what you have. Take what you can. Take it back when you lose it.

100M+CELLS IN THE WORLD
ONESHARED BATTLEFIELD
3 MONTHSONE LIMITED WAR
02 / From the actual build

WATCH THE WORLD CHANGE.

Territory is marked with the flag of the country controlling it. Track who holds each country and sector, then follow the standings as the map changes hands.

Actual Pixel War world map showing country flags across East Asia and surrounding regions
01 — GLOBAL MAP / ACTUAL BUILD LIVE CONTROL VIEW
Country inspector with territory control percentages
02 — COUNTRY CONTROL %
Sector inspector showing the territory distribution in Gangwon
03 — SECTOR CONTROL %
Ranking panel with country standings
04 — RANKING STANDINGS

Screenshots are from a development build. UI, map presentation and game data may change before launch.

03 / Rules of the war

NOT JUST COLORS ON A MAP.

01 / TERRITORY

Capture. Defend. Retake.

Foreign territory can be entered at the target country’s outer edge, then expanded through connected cells. Your original homeland can be retaken from any of its cells, subject to price and protection rules.

02 / THE ECONOMY

Every capture has a cost.

Cell capture uses Supply. After a valid capture, the cell is protected for 30 minutes. Then the next price depends on time since the last capture: under 24 hours, double the previous price (minimum 200); from 24 to under 72 hours, the previous price (minimum 200); from 72 hours onward, half the previous price (minimum 200). The initial price is 100 Supply.

03 / BATTLEFIELDS

Fronts emerge from conflict.

Fronts are detected automatically from concentrated hostile capture activity over an area and time window—not simply because flags touch. They can intensify, move, merge and split. A Front reports the fighting; it does not itself grant capture rights or change prices.

04 / COORDINATION

Form a Unit. Set a Rally Point.

Form Units with players from the same homeland. Players belong to one Unit at a time. Commanders coordinate Rally Points for advance and defense; those markers provide coordination, not automatic attacks or combat bonuses.

04 / GAME SYSTEMS

Build your identity. Organize your country.

Pixel War is not only about territory. It also has player identity, unit coordination, progression and collection systems that shape how people participate in the war.

Profile

Profiles

Customize your callsign, title plate, rank and personal presentation. Your profile is the public face of your participation in the war.

MEDIA COMING SOONProfile screenshots or video will be added here later.
Unit

Units & Rally Points

Each player belongs to at most one Unit from their homeland. The Unit has roles such as Commander, Officer and Member. Commanders manage Advance and Defense Rally Points; the Unit itself does not own land or receive combat bonuses.

MEDIA COMING SOONUnit interface screenshots or coordination video will be added here later.
Emblem

Emblems

Display emblems and visual identity markers so players and units can stand out inside the same national team.

MEDIA COMING SOONEmblem examples will be added here later.
Ranking

Rankings

Track country control, sector control and other standings to see which nations and players are rising as the map changes.

Ranking view
Challenge

Achievements

Player progress is recognized through Battle Ranks, medals and Front-related citations. Specific achievements and their conditions will be shown when the final interface is ready.

MEDIA COMING SOONAchievement UI and examples will be added here later.
Stamp

Stamps

Place an approved personal Stamp on a cell you currently hold. You can change or remove it while you remain that cell’s holder; a Stamp is a territorial mark, not simply a collectible reward.

MEDIA COMING SOONStamp screen and collection examples will be added here later.
05 / RULES & MODES

How territory control actually works.

Every country is built from cells, sectors and country totals. Control changes are visible at every level, and the war follows a set of connected expansion and homeland rules.

Cells, Sectors, Countries

  • Every country is made of cells. Cells roll up into sectors, and sectors roll up into country control.
  • Sector control and country control percentages show how much of a nation is still held or occupied.
  • As territory is captured, the controlling country’s flag expands across the map.
  • Cell IDs and history can be used to inspect what happened on a given piece of land.
MAP EXPLANATION MEDIA COMING SOONA visual walkthrough for cells, sectors, country control and flag expansion will be added here later.

Homeland & Expansion Rules

  • Your chosen Homeland is fixed. Everyone with the same Homeland is an ally; even if all its territory is occupied, that homeland and its team still exist and can fight to reclaim it.
  • You cannot capture a cell already controlled by your own homeland team. An ally’s captured land and connected footholds are shared for further expansion.
  • Every target country is treated as its own island for attack-entry rules: you first enter foreign territory from that country’s outer edge, then continue inland only through connected friendly-controlled cells.
  • Your homeland’s original cells may be reclaimed without an adjacent friendly cell, even after total occupation. A cell’s protection period and price still apply.
  • Adjacency uses the four sides of a cell (up, down, left, right). Diagonal contact does not count for connected expansion.
  • Prices rise and fall with time; captured cells receive a 30-minute protection window. See the detailed Supply rules below.

Fronts, Explore Mode and Capture Mode

Fronts are one of Pixel War’s key systems. They visualize where multiple countries are colliding, and they can grow, split or move as pressure changes. The game also separates exploration from action with distinct viewing and capture tools.

Fronts

Fronts are automatically detected from concentrated hostile capture events within a time and geographic area. They can escalate through Live, Heavy and Critical states and may expand, move, merge or split. Friendly securing or mere border contact does not create a Front. Fronts visualize war activity; they do not grant extra capture rights, change price or attack automatically.

FRONT MEDIA COMING SOONDetailed front visualization video or screenshots will be added here later.

Explore Mode

Explore Mode is for navigating the world without making purchases: inspect national borders, current control, country and sector details, histories and rankings. The exploration grid is kept out of the way.

EXPLORE MODE MEDIA COMING SOONExplore Mode screenshots or guide video will be added here later.

Capture Mode

Capture Mode enables cell selection and eligible purchases using the connected expansion and homeland reclaim rules. The capture grid appears at suitable zoom levels; purchases still respect current price and protection status.

CAPTURE MODE MEDIA COMING SOONCapture Mode screenshots or gameplay clips will be added here later.

Visual Roadmap

All of the systems above will eventually be shown with dedicated screenshots or videos so players can understand the game before launch.

For now, empty media panels are placeholders. They show where future visual explanations will be inserted without changing the page structure later.

Supply & capture protection

The initial cell price is 100 Supply. A successful capture protects the cell for 30 minutes. After that, the price follows time windows since the last valid capture: 30 minutes to under 24 hours = previous price ×2 (minimum 200); 24 to under 72 hours = previous price (minimum 200); 72 hours onward = previous price ÷2 (minimum 200).

MEDIA COMING SOON

Cell history & control

Each cell has an ID, original country, controlling homeland, and capture history. Sector and country control percentages summarize changes in the original map.

MEDIA COMING SOON

Front activity & lineage

Fronts are detected from clustered hostile captures. A front can grow, move, intensify, merge or split; its activity and lineage can be recorded. Its labels describe conflict rather than confer an advantage.

MEDIA COMING SOON

Official rules and actual Alpha behavior are being cross-checked before launch. Detailed figures and interfaces may be updated.

06 / This world has an ending

THREE MONTHS. ONE FINAL MAP.

The war won't last forever. After the season ends, the final world map will be preserved online—a record of what every country, unit and player created together.

10% OF THE GAME'S NET PROCEEDS WILL BE DONATED.

Donation allocation and reporting details will be published before the game launches.

The next border is yours

WHAT WILL YOUR COUNTRY LEAVE BEHIND?

Pixel War is in development. We're fixing the last major issues before opening the world. Follow our progress and check back for the test announcement.

SEE ACTUAL GAME SCREENS ↗

Official social channels will be linked here once verified.