Title

Cyberhell: Frontlines

Command · possess · dual campaign

Hybrid small-unit tactics and FPS possession. Command outdoors, clear indoors, Human and Cyber-Demon campaigns.

Play in the browser ↗ frontlines.acidlemon.com
Human campaign, Mission 1 Forward Airbase, from the command view: the briefing card over a dusty sector floor — harvest, raise a barracks, break three demon pushes, lose if the command HQ falls — with the full command and possession control list, a rifleman and a harvester on the ground, and the Barracks, Rifleman and Breacher build buttons and the Reflex Web and Dermal Plate cyber augments along the bottom.
In game Hellfront dust · silhouette command readability Captured from frontlines.acidlemon.com
What it is

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.

The mechanic

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.

In the wild
Human Operation 11, The Spine, mid-match from the command view: riflemen and breachers spread across the elevated highway above the command HQ, and the command log listing Reflex Web, Dermal Plate, Targeting Spike and Ripper Arm fitted, cyber load climbing 8%, 19%, 33%, 51%, then the warning that past 50% cyber the virus has a door and bodies will turn.
Every augment fitted, cyber load at 51% — past half, bodies turn
Human Chapter 2 briefing, Operation 11 Spine Highway: hold the overpass gaps for four minutes while the column runs north, break seven demon pushes, hold the breach to T+240s, with the warning that the horde builds to 96+ bodies — range your line, do not meet it.
Human, Chapter 2 // War — Spine Highway, a 96-body horde
Human Chapter 3 briefing, Operation 30 The Virus Source, in Hell: drop both coolant spines, then kill the virus core — nothing else on this shelf matters — with the objective tracker pinned at top left.
Human, Chapter 3 // Conquest — Operation 30, the virus source
Cyber-Demon Chapter 1 briefing, Operation 1 The Ember Marches: work the slag, raise a flesh forge, break three rival warbands, lose if the hell gate falls, with the Flesh Forge and Hellspawn build buttons and the Iron Hide, Barbed Limbs, Cyber Optics and Furnace Heart augments costed in corruption.
Cyber-Demon, Chapter 1 // Hell Rising — the Ember Marches
Cyber-Demon Chapter 2 briefing, Operation 11 Cinder Front, on the surface: hold the beachhead gate through three human counter-attacks, lose the surface if the hell gate falls.
Cyber-Demon, Chapter 2 // War — Cinder Front, the beachhead
The Human Campaign screen: 0 of 30 cleared, Chapter 1 Rising Up listing operations 1–10 from Forward Airbase to The Breach, Chapters 2 War and 3 Conquest locked, the Operation 1 briefing on the right with Launch, Chapter Card, Free Play and a Pick a Side button to switch campaigns.
Human campaign — three chapters of ten, pick a side up top
How to play
Left click · drag
Select a unit · box-select a squad
Right click
Order — move, attack, harvest
A then click · S
Attack-move · stop and hold ground
R
Rally — the first selected leads, R again breaks it
F / double-click
Possess the selected soldier
WASD · mouse
Possessed: move and look
Click · 1–6
Possessed: fire · switch weapons
R / middle click
Possessed: call the squad to arms
Esc / Q
Back to the command view
B · M · P
Barracks · campaign screen · pause

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.

Play

Runs in the browser on its own host. Nothing to install.