Cyberhell: Frontlines
Command · possess · dual campaign
Hybrid small-unit tactics and FPS possession. Command outdoors, clear indoors, Human and Cyber-Demon campaigns.
A small-unit tactics game and a first-person shooter sharing one Three.js world. Outdoors you play it top-down: harvest scrap, raise a barracks, build riflemen, breachers, heavy saws and harvesters, and hold a line against demon pushes that build into hordes. When a fight goes indoors — a bunker, a relay, a foundry — you drop into one of your own soldiers and clear it yourself in first person, then step back out to command. Two full campaigns, thirty missions each in three chapters of ten: the Human side takes the sector back strip by strip and follows the doors all the way into Hell, and the Cyber-Demon side climbs out of the Ember Marches and takes the surface. Progress saves in the browser, and free play and the map editors sit on the campaign screen.
Humanity is a budget
Soldiers get stronger by taking cyber augments — Reflex Web, Dermal Plate, Targeting Spike, Ripper Arm — and every one pushes the squad's cyber load up. The log counts it out loud as you fit them: 8%, 19%, 33%, 51%. Past half, the virus has a door, and bodies you paid for can turn on you. So the upgrade screen is a knife-edge rather than a shopping list: enough chrome to survive a 96-body horde, not so much that your own line becomes the next push. The demon side runs the same arithmetic in corruption, paid for Iron Hide, Barbed Limbs and Furnace Heart. Possession is where it lands: the soldier you drop into indoors is carrying every augment you bought, and every percent of what they cost.
Wheel zooms, arrows or middle-drag pan the command camera. Idle soldiers hold their ground; a rallied squad follows its leader until you break the rally or give another order. Pick a side from the campaign screen — the Cyber-Demon campaign is its own thirty missions, with its own forge, units and augments.
Runs in the browser on its own host. Nothing to install.