Project Vapor Frontlines

The game

A front line, and everything it takes to hold one

Frontlines is a first-person, 50 v 50 war. One side wins by pushing its territory across the map, and territory only exists where players have built it, supplied it and kept it connected.

01 / The front

One line, and it moves

Each army starts at a naval base on its own side of the map. Territory grows outward from there along a chain of forward operating bases, and the edge of that territory is the front.

A city skyline seen across the gulf.Work in progress
Across the waterEditor capture, 4 November 2026
  • A forward base is a radio. It only counts while it is within link range of another connected radio, all the way back to the naval base.
  • Kill a link radio and the chain is cut: every base beyond it stops holding ground until the link is restored.
  • Strongpoints across the map are held by whoever’s territory covers them.
  • A match opens with a staging phase, can end in a breakthrough countdown, and is capped at four hours. Afterwards you watch the front replay from first move to last.

02 / Logistics

The war is won in the back of a truck

There are two supplies, build and ammunition, and both start in the yard at your main base. Players load them, drive them and unload them into a forward base’s store.

The radio that makes a forward base, with the supply piles that feed it, in a test level.Work in progress
A forward base’s radio and suppliesIn-game capture, 10 November 2026
  • A radio needs build supply delivered before it becomes an established base at all.
  • Everything a base does draws from its own store: construction, rearming its guns, and the team’s support strikes.
  • Convoys are targets. An army that cannot protect its roads cannot hold its front.

03 / Building

Fortify by hand

Inside a forward base’s radius, players place fortifications from the build menu and shovel them to completion.

  • Hesco walls, sandbags, wire and ditches to shape the approach.
  • Watchtowers, ammunition crates, aid stations and supply depots to keep the base working.
  • Bunkers with doors that lock, and breaching charges that open doors, walls, wire and radios, loudly or quietly.

04 / Fire support

Crewed guns and called strikes

Emplaced weapons are built, manned and rearmed by players. Bigger effects are bought with the supply your team hauled forward.

Shell bursts on the test range.Work in progress
Shells landingIn-game capture, 10 November 2026
  • Machine guns, launchers and anti-aircraft guns fire directly. Mortars and howitzers fire indirectly on a computed solution.
  • Spotters mark targets and call for fire; gun crews answer.
  • The fire-support screen offers UAV sweeps, supply drops, smoke, mortar and artillery barrages, electronic warfare, naval gunfire, close air support and cruise missiles, each with a price in build supply.

05 / Infantry

Modular weapons, real consequences

Weapons are assembled from parts at the gunsmith. Rounds are simulated in flight, and what they hit matters.

A soldier in a test level during staging, with the team bar, compass, match notice and minimap.Work in progress
Staging at the main baseIn-game capture, 2 November 2026
  • Several kinds of round per calibre, with drop, penetration and ricochet.
  • Damage by body part, armour that stops what it is rated for, bleeding, and a downed state your squad can bring you back from.
  • A grid inventory, a persistent stash, a shop and a gunsmith. You deploy with exactly the kit you equipped.
  • Die and your kit drops with you. Someone will pick it up.

06 / Vehicles

A motor pool of your own

Trucks, transports, armoured carriers, tanks, helicopters and boats. Team vehicles come from the depot; your own come from your garage.

A patrol boat on the water beside a ship’s hull.Work in progress
A patrol boatIn-game capture, 10 November 2026
  • Buy vehicles with the cash you earn, fit modules, choose the ammunition load and pack the hold.
  • Separate pools for ground, sea and air, which grow as you drive, sail and fly.
  • Insure a vehicle and losing it means a wait, not a write-off.

07 / Progression

Skills, not classes

Nobody picks a role, and nothing is locked behind a level. You get better at what you actually do.

  • Every skill levels from use: driving, building, shooting each kind of weapon, hauling, and the rest.
  • Anything the quartermaster or the depot sells can be bought by anyone with the cash.
  • On ranked servers your skills, cash, stash and garage are kept centrally. Community servers are unranked: issued kit, nothing kept.

08 / Squads

Six to a squad

Squads of six share a radio beacon, take on reconnaissance tasks together and spawn close to each other.

The beacon a squad carries and plants to spawn on.Work in progress
A squad’s radio beaconIn-game capture, 10 November 2026
  • Spawn free at the main base, the carrier or your squad’s beacon. Spawning at a forward base costs your own cash, more the nearer it is to the front.
  • Recon pays: spotting marks, and intel tasks such as recovering a drone or photographing an enemy base.
  • Stretchers and casualty evacuation for the ones worth carrying back.
  • Join with a Steam party and you land on the same side, in the same squad.

The battlefield

Grand Gulf

Two naval bases, a gulf between them and eighteen strongpoints to fight over.

Development

What is done and what is next

Frontlines is in development. The roadmap says where each part stands.