Command Network · Closed Alpha Access

Build your company.
Decide what survives.

Sarachovia collapsed in seventy-two hours. The government is gone, the borders are sealed, and every road, depot, and ruined city now has a price.

Build a private military company, turn a field compound into a stronghold, and fight to shape what comes next.

State collapse
72 hours
You command
A private army
You fight for
Control & influence
The war
Persistent

Campaign Standings

Active theatre
Theatre leader
Crush
Top alliance
Coming soon
Latest capture
White_Dwarf
Latest loss
Most engagements
Crush (30)

Theatre pulse

Active companies
15
Bases on map
30
Operations in flight
0

Live campaign data updates from the active theatre.

Latest alpha updatev0.9.1-alpha · Updated 13 Aug 2026

Personnel shortages now pause the queue instead of breaking it.

v0.9.1-alpha tightens the link between operatives, construction and recruitment. Active work reserves its crew, blocked work waits visibly for personnel, and a PMC that loses every Sentry Team has a controlled route back to a basic security force.

Hotfix focus: predictable queues, authoritative operative commitments and recovery from temporary personnel shortages.

Construction staffing

01

Queued builds no longer overcommit your workforce

The structure currently under construction now reserves the operatives it will need. Later upgrades cannot reuse those same personnel and then leave the Base in an impossible staffing state.

Paused construction

02

A crew-blocked build waits instead of failing

If the next structure reaches the front without enough operatives, it stays there in a clear red waiting state. Training Yard recruitment or wounded recovery releases it automatically, and it can still be cancelled normally.

Sentry recovery

03

Losing every Sentry Team is no longer a dead end

A Base with no Sentry Teams can queue one emergency replacement even when two free operatives are not yet available. The batch waits for crew and starts automatically as personnel become available.

Queue integrity

04

Waiting work keeps its place

New construction and recruitment orders cannot jump ahead of a front item that is temporarily waiting for operatives. Queue order remains predictable while staffing recovers.

Operational archive

Follow every released Alpha change from the newest deployment back through the full campaign history.

View all patch notes →

The fall of Sarachovia

At 04:17, the national broadcast went dark.

By sunrise, the government had vanished. Regional commanders seized military stockpiles, airfields changed hands overnight, and police units withdrew to defend their own towns and families.

Then the borders closed. Officially, the outside world called it an internal conflict. Unofficially, money, weapons, and intelligence began flowing in from every direction.

  1. 04:17

    The signal died

    The national broadcast went dark. No emergency message followed.

  2. SUNRISE

    The state vanished

    Ministers abandoned the capital. Commanders stopped answering orders.

  3. +72 HOURS

    Sarachovia ceased to function

    The country did not fall to an invader. It tore itself apart.

Your company

Every contract changes the map

Start with one exposed compound and a handful of personnel. Build the logistics, intelligence, and combat power needed to survive a persistent campaign against rival commanders fighting over the same fractured country.

Build

Turn a compound into a stronghold

Build your Command HQ, secure fuel and materials, harden the perimeter, and expand the infrastructure behind every operation. A neglected base becomes a target. A prepared one becomes power.

Intel

Read the warzone before it reads you

Scout rival positions, study the terrain, and watch the movement of companies across a shared map. Intelligence reveals opportunity — and the danger hidden behind it.

Operations

Move with purpose

Raid for supplies, reinforce allies, or break a rival base through command transfer. Every column travels in real time, and every order creates a window someone else can exploit.

Command network

Campaign directory

Secure access

Theatre 01

Current campaign

Active

One map. One balance set. One history written by the commanders fighting inside it.

World
Persistent
Outcome
Player-shaped
Access
Restricted

Theatre 02

Classified

Future campaign

A fresh map, new rivals, and a separate outcome.

Theatre 03

Classified

Future campaign

A fresh map, new rivals, and a separate outcome.

One commander account

Every theatre in one place

Theatres

Separate campaigns. One command network.

Each theatre is its own world — its own map, rivals, pacing, and outcome. Sign in once, choose where you deploy, and enter the campaign from a single commander account.

As Sarachovia expands, medals, achievements, and campaign records will give commanders a history that lasts beyond one world.

The road ahead

Build the core. Then make the world fight back.

Closed Alpha is proving the foundations. Open Beta expands the conflict with guided contracts, NPC factions, player history, and more ways to contribute. The long-term goal is a living war that stays active, unpredictable, and worth fighting for.

  1. Now · Prove the core

    Make every decision matter

    • Base progression and resource pacing
    • Building, research, and recruitment timings
    • Combat, scouting, and command transfer
    • Alliances and player cooperation
    • New-player experience and world reliability
  2. Next · Open beta foundations

    Give every commander a role

    • Guided tutorials and contract chains
    • NPC-controlled targets and factions
    • Achievements, medals, and player history
    • More options for solo players and smaller groups
    • Improved alliance and multi-base tools
  3. Vision · A living war

    Keep the world moving

    • NPC factions that expand, fight, recover, and pursue objectives
    • Supply lines, strategic locations, and regional conflicts
    • World events that create new threats and opportunities
    • Natural pressure on unchecked territorial expansion
    • Campaigns that stay unpredictable, competitive, and winnable

Deployment

Sarachovia is not waiting to be saved.

It is waiting to see who will own what remains.

Join the waitlist for deployment news and future testing access, or sign in if you already have orders.