




A Byte War is a real time strategy game where you lead a race of block-based machines against a machine threat from another dimension. Build your base up from blocks, form patterns and construct buildings to cover your needs: resource harvesting, unit spawning, influence spreading and more. Find your own path in missions that allow for various endings, from conquering the enemy, expanding your influence to conquer the map or stand your ground and don't allow the enemy to breach your defenses.
A Byte war provides you with the ability to build your basic building block: a block. Build it up into patterns on a tile-based grid and form buildings with a specific shape and functionalities. Use their specific shapes to position them like puzzle pieces and form your own base as you imagine.
Each building is controlled by controls on top of it. For example:
- HQ, your main building with controls for specific active skills.
- Resource harvester with controls for spawning and automatic harvesting.
- Unit spawner with a control to send your units to a specific destination
Constructing these essential buildings requires arranging blocks into specific patterns. Unlock new patterns and building capabilities as you progress through challenging missions, each introducing unique functionalities that enhance your strategic options.
Expanding your influence is one of the crucial mechanics to take over the area around you. Your influence starts with your HQ, which generates a permanent spot of influence, to continue extending your reach strategically place influence spreaders, amplifying your control over the surrounding area.
Areas under your influence come with significant advantages:
- Keep your base up and running
- Heal your damaged units.
- Weaponize it to disable enemy buildings and damage enemy units
- Generate new resource deposits
- Convert existing ones on the map
Watch out however, as your enemy can use their influence to counter yours.
Choose your own path with every mission that shapes your unique journey and outcome.
The game offers a variety of mission types, each presenting distinct challenges and strategic objectives. You'll find yourself running away from overwhelming enemy forces, holding off relentless invasions to survive, conquering enemy territories through sheer force, or expanding your influence to dominate the landscape.
Each mission type branches into subsequent missions, leading you down different paths that culminate in specific endings.
Another demo update
Hey everyone! This demo update has no new features this time, the focus was mainly on bugfixes, improvements and the balance. I know the missions weren't really forgiving so far!
Changes
Redesigns
Harvester building is redesigned, set area & auto harvest controls are removed. Auto harvesting is now the default state. Each successive harvester will now cost one more resource block. New directions added: east, west, north
[/*]Balance
[/*]Rebalanced Mission Z8 Raids for all difficulties: easy, normal, hard & supreme
[/*]Rebalanced Mission D3 Salvage for all difficulties: easy, normal, hard & supreme
[/*]Rebalanced Mission D2 Final line for all difficulties: easy, normal, hard & supreme
[/*]Mission D2 dominate objective lowered from 65% to 62%
[/*]Enemy HQ health is now the same as your HQ health
[/*]Block launcher extended vision by 1
[/*]Healing over your own influence is 50% stronger
[/*]Damaging over enemy influence is 20% stronger
[/*]Introduced a hard cap on overall resources that can be on the map at the same time.
[/*]Missions will no longer start on dialogue end, but the first block you place, this will also remove the confusion of where to place the first block
[/*]
Improvements
Added Paused text in the middle of the screen when pause is active
[/*]Added a screen overlay & cursor icon for each mode: build, pattern select and deconstruct
[/*]Updated intro cutscene UI and speed of elements leaving the screen
[/*]Updated intro cutscene panel to stay a bit longer so its easier to read
[/*]Dialogue auto advance option and feature has been removed
[/*]Dialogue will always advance on click or through a timeout if youre ignoring it for too long
[/*]Info screen pattern list items wont list new directions for buildings, but will instead be contained in the single building item
[/*]Improved performance of the resource spawn/spread system
[/*]
Fixes
Fixed game remaining paused if you paused the game when leaving through winning/losing
[/*]Fixed player data/enemy data/how to play tabs not showing correct state upon opening, and weird behaviours when clicking them
[/*]Fixed tutorial interface opening over dialogue
[/*]Fixed keybind when hovering over controls is now fixed and should work
[/*]Fixed special action button had no tooltip
[/*]Fixed cracks and fires were not removed from buildings when they healed
[/*]
Minimum Setup
- OS: Ubuntu 22.04 LTS
- Processor: Intel Core i3 2100 / AMD Ryzen 3 1200Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GTX 750 Ti / AMD Radeon R7 265
- Storage: 500 MB available space
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