Mortar emplacements
Six neutral pits sit on the map. Man one with F and you are rooted in place with a live reticle, steering a ten-shell barrage with your mouse — and standing still and visible for seven seconds while you aim.
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Two teams, one frontline that bends where you stand. Take a metre and it pays. Spawn with a sidearm, loot something better off the people you kill, and haul crates forward until the line is somewhere it wasn't.
No account. No wallet. No download.
You are in the fight in about two seconds.
The line drawn down this page is the live front, right now.
The hook
Most tug-of-war games move one number. Here the frontline is a contour sampled at 26 points down the map. Each point is pushed by the players standing near it, then elastic tension drags its neighbours along.
The line running down this page is that same simulation. Move your cursor near it.
The loop
Pick a loadout and a side, or let it auto-balance you.
Everyone spawns on the same weak sidearm. Real guns are found on the map or looted off bodies.
Standing near the front is what moves it. There is no capture button.
Haul ammo forward and bank it to bend the line where you delivered it. Slow and defenceless while carrying.
Cross a zone boundary and everyone who pushed gets paid, split by time spent at the front.
WAR accrues to an account you already have. Attach a wallet later, if ever.
The field
Nothing in CryptoWar is bought with money. The heaviest weapon in the game costs only the ground you had to hold to reach it.
Six neutral pits sit on the map. Man one with F and you are rooted in place with a live reticle, steering a ten-shell barrage with your mouse — and standing still and visible for seven seconds while you aim.
Six dug lines cut incoming damage by 45%. They give a losing team somewhere to stabilise, which turns falling back into a tactic instead of a collapse.
The in-match shop sells supply drops, barricades, smoke, rally beacons and artillery — for your whole side. Everything is consumable, timed and counterable. Nothing is a permanent advantage.
Ten lootable weapons, one starting sidearm. Figures read from the running server.
| Weapon | Dmg | RPM | Mag | Range | Source |
|---|---|---|---|---|---|
| Reading from the server… | |||||
Seasons and WAR
Each match's reward pool is funded by what players burned in that match, plus a bootstrap subsidy that decays as the game grows. Emission is a function of what the game consumed, not an open faucet.
A kill in an empty corner pays almost nothing. That is deliberate — it is the anti-farming lever.
Read this part
WAR is a testnet token. It has no monetary value and none is promised. It exists to make contribution legible and to decide who is eligible for a future airdrop. Season points are the record. Nothing is on-chain yet.
If a token ever launches
Open to everyone at the same time and the same price. No private round, no allocation to sell into you later.
Earned on testnet, now. Season points from the trial version decide the split, so the people who played the game before it was worth anything get the largest share of it.
Paid to whoever ships. The game is open source; merged work draws from this pool, sized by what the change was worth to the game.
The three numbers add to one hundred. There is no team slice, no treasury slice and no investor slice, because there is nothing left to put in one.
The board
Taking ground and shipping code are the same activity from the game's point of view: someone moved the line. So they are ranked on one board, paid from two pools, in public.
Season 1 · paid from the airdrop pool
Paid from the grant pool
No patches merged yet.
The repository opens with the first season. The first merged change sets the bar for what a grant is worth — and lands at the top of this column.
Anyone can open a proposal. Whoever builds it gets the grant when it merges — not whoever suggested it. Contribution is measured the same way ground is: by what actually moved.