Strategy · Tactics
Athena Crisis
Command forty-plus pixel units across a tile grid where each attack triggers a counterattack, so positioning and first strikes decide whether a step becomes a rout.
Overview
A pixel soldier takes one step and the whole front shifts, because in Athena Crisis nearly every attack invites a counterattack and every tile spends movement points you cannot claw back. This is a modern-retro turn-based tactical game from Nakazawa Tech, open-sourced under the MIT license with more than a hundred thousand lines of engine, AI, rendering, and map-editor code on GitHub, while the campaign, art, and music stay proprietary. A free demo runs in the browser at athenacrisis.com, and the full build is sold on Steam. Across a clean square-tile grid you command over forty ground, naval, air, and special units — Humvees with huge movement range, infantry that capture buildings, Pioneers that raise factories on construction sites, aircraft that ignore most terrain — in a single-player campaign, versus-AI skirmishes, and multiplayer. What separates it from generic Advance Wars descendants is the economy-plus-skills layer: buildings generate funds each turn, and a charge meter fills as combat is waged, unlocking activated skill powers that persist from the moment you fire them through the enemy's counter. The result rewards combined-arms planning and disciplined sequencing far more than raw aggression.
How to Play
Each turn you spend funds to field units from your buildings, move them, and attack — then the opponent does the same. Click a unit to reveal its movement grid, then click a destination tile and the router picks the shortest path; terrain blocks what land units cannot cross and what ships cannot beach. Select a unit and any enemy in range glows red — hover it for a damage preview showing what you deal and what the counterattack returns. Capture a building by parking an infantry, flamethrower, jetpack, rocket launcher, or Pioneer on its tile for two consecutive turns; seize the enemy HQ and the map ends instantly. The mouse drives almost everything on desktop, CTRL + scroll zooms the map, and Space advances dialogue. The single-arrow button cycles unfinished units, the double arrow ends your turn, and the back arrow undoes the whole turn except in player-versus-player or on higher difficulties.
Tips & Strategy
Strike first whenever you can. Wounded units deal less damage, so even a chip shot from cheap infantry can gut a powerful counterattacker before it ever swings back — lead with your tankiest unit, then clean up with weaker ones to bank damage-free kills. Treat buildings as fortresses: a unit parked on one defends harder and denies the enemy production from that tile, so capture when you can hold it, demolish it to a construction site when you cannot. Keep a Pioneer near the front to repair and rebuild forward factories rather than resupplying from across the map. On fog-of-war maps, slide a cheap scout ahead first, because the moment it bumps an unseen enemy the move auto-ends and you want that discovery to cost a unit you can afford to lose. Fire an activated skill at the start of your own turn before moving anything, so its bonus covers your attack and survives the opponent's reply.
Controls
- Keyboard
- Space — advance or skip dialogueCtrl + scroll — zoom
- Mouse
- Click a unit to reveal its movement grid, click a tile to move along the shortest route, click a red-outlined enemy to attack; hover an enemy for a damage preview
- Touch
- Tap to select and move units; tap the zoom control to zoom (mobile builds)
Features
- Over 40 ground, naval, air, and special units with terrain-dependent movement
- Attack-and-counterattack combat where wounded units deal less damage
- Capture, destroy, or build structures; seize the enemy HQ for an instant win
- Charge-based skill system with activated powers that persist through the enemy turn
- Fog-of-war maps that end a move on first enemy contact
- Single-player campaign, versus-AI skirmishes, multiplayer, and a map editor