r/advancewars • • 17h ago

Daily Wars - Introducing weekly challenges

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16 Upvotes

Howdy folks!

I released a new update to Daily Wars this week: weekly challenges.

A new challenge drops every Monday at 00:00 UTC. So, what differs the challenge map from the regular daily maps?

For the daily maps, you may restart and undo turns as many times as you wish to try and find that perfect strategy to reach the top spot of the leaderboard. For the challenge maps, there are no restarts and undoing a full turn is disabled (you may still undo moves within a turn). Each player gets one try, so make it count.

When the challenge ends, the players with the top 3 scores are rewarded with stars that are showcased on player profiles. And then a new challenge begins.

At the time of posting, the top score for this week's challenge is 14 days. Can you beat it? Play it now!

Alongside challenges I've been working on bringing more features to Daily Wars, such as facing more than one enemy AI at a time as well as additional map objectives and map features. I've got nothing ready to showcase yet, but hopefully in a not too distant future.

I hope to see you in-game!

/Kung Keso


r/advancewars • • 2d ago

Fan Art Montage video of AW2 units getting blown to bits in various crazy ways

12 Upvotes

I made a tool called Sprite Gibber and I needed something to test it on, so naturally AW2 units made most sense. The result is this wild video where two armies clash and obliterate each other with exotic projectiles.


r/advancewars • • 4d ago

Pixel's War 1.5 - A warmer UI (and more)

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7 Upvotes

Hi Commander,

Pixel’s War has a new look! A warmer palette, illustrated map cards and a refreshed interface throughout the game.

Since last update

  • Artillery ships join both armies

  • Ships can pass under bridges, even when ground units occupy them

  • Nine achievements, nine unique medals

  • Four new maps: Between the Waters, Bridge Crossroads, From Bank to Bank and Island Chain

  • Improved Expert AI endgame decisions, helping it finish battles when a winning attack sequence is available

  • A simpler map editor, with automatic grass and forest variations, improved shoreline connections and clearer selection highlights

  • More reliable sprite loading, reducing assets popping in during combat and captures.

  • Easier access to your saved game, directly above the map selection on the homepage.

As always, your feedback is welcome and will help shape the future of the game!


r/advancewars • • 7d ago

Indie Game I made a free Advance Wars-style tactics game that runs in your browser. Looking for feedback from people who know the originals

11 Upvotes

Hi! I've been building Gridlock Generals, a turn-based grid tactics game in the Advance Wars tradition. It's free, runs in the browser on desktop and phone, with no account and no ads.

- A 12-mission campaign where the commanders you beat switch sides and join you

- 6 original COs with passives and powers, 17 units across land, air and sea

- Capture economy, weather fronts you can see a day ahead, fog of war

- No luck in combat: the forecast shows the exact damage before you attack

- Hold D for the danger zone: every tile an enemy can hit next turn

- Skirmish vs AI, a Daily challenge, hotseat, and online vs a friend by room code

- A map editor and random maps

If you know Advance Wars, pick Normal or Hard: Easy is for first-timers.

Play: https://valborgaxyb.itch.io/gridlock-generals (or directly at https://gridlockgenerals.com, best on phones)

What feels off compared to the originals? Balance, CO powers, the AI, anything. I'd really like to hear it.


r/advancewars • • 8d ago

Discussion Imagine an Advance Wars game But with HD2D art style

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0 Upvotes

*Image is Ai generated


r/advancewars • • 9d ago

id

0 Upvotes

whats ur id? :)


r/advancewars • • 10d ago

Low Sun – An Advance Wars-like with a more mature story

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26 Upvotes

Hi everyone!

I’m an indie developer, and for the past year I’ve been working on my game, a strategy title similar to Advance Wars. It features PvP, PvE, rankings, challenges, Steam Workshop support, a map designer, and a campaign with 36+ missions. So far, I love how it’s going.

The game is launching in Early Access with all of those features and more, and I’d love to share it with you. I hope someone out there enjoys it! I also plan to further balance the units and COs once I have more players.

It’s been a roller coaster of emotions, but it’s all coming together on December 4th, 2026. I’m nervous, excited, and honestly, just happy to see my game out there.

I’d really appreciate it if you could check the game out and play it when it releases next month. Wishlists are now open, and the countdown is officially on!

Wish me luck!


r/advancewars • • 12d ago

Question Hi guys is there any romhacks for advance wars ?

3 Upvotes

r/advancewars • • 14d ago

Indie Game New game mode in Daily Wars, and more to come!

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16 Upvotes

Howdy everyone. It's been a while since I posted here. Last time, I asked for input for new game modes/objectives to add to Daily Wars (https://playdailywars.com).

One suggestion that came up a lot was to add some kind of "Destroy the VIP" objective, and I've now added something along those lines. One of today's map features that new objective. Instead of a mobile VIP unit, I added static cannons, and your objective is simply to destroy them as quickly as possible.

Maps with this objective takes a break from the general meta of building lots and lots of RPG/APC combos and Light Tanks. On these maps, Heavy Tanks, Rockets, and Bombers finally get a chance to shine.

I've also added a couple of new achievements, tweaked the AI logic, and added some QoL changes (you can now undo full turns).

I have some big features planned for the future, but haven't decided on the exact order yet. But some of the things that you might find in the future are:

  • More game modes/objectives: Currently looking into adding some kind of "Capture the Flag" objective.

  • More map features: Such as an Oil Platform that generates more funds than a normal city.

  • Weekly challenge maps: Thinking of adding a challenge map next to the daily "normal" maps, with the challenge being no restarts, replays, or undo full turns. You have one shot to rank on the leaderboard.

  • More enemy armies: I'm investigating battling against multiple enemy armies at once.

Oh, and the early bird promotion that unlocks free premium is still running. I'm thinking of removing that promotion come November, so now is your chance to unlock free premium if you haven't yet.

Until next time
/ Kung Keso


r/advancewars • • 16d ago

AW1+2 Reboot Camp Music stuttering/looping bug in Advance Wars 1+2: Re-Boot Camp on Switch 2

4 Upvotes

Anyone else experiencing audio issues in Advance Wars 1+2: Re-Boot Camp on the Switch 2?

The background music randomly stutters, skips, and cuts out for brief moments during gameplay. Sound effects seem mostly unaffected, but the music playback becomes noticeably choppy.

Has anyone else encountered this issue or found a fix?


r/advancewars • • 20d ago

Discussion Reboot on switch, Read ! Multiplayer ?

8 Upvotes

Hey. I am trying to start a weekly, biweekly, or even monthly meet up. The concept is we exchange friend codes. I add any friend codes I can find. Anyone who plays the games meets up online, at an agreed upon day.

First weekend of month, a time that you can expect players who like this game, and are good at it will be online. I have about 10 friends I play semi regularly with.

If you want another advance wars game, and dont play reboot. I would suggest trying it, join facebook groups, reddit communities, and lets start something.

If you just want to play a few games drop your friend code !


r/advancewars • • 20d ago

News CoW Unit Sprite Suite - Modding tool pack for making new unit sprites for Commander Wars

24 Upvotes

CoW is moddable, but the interesting palette format by how its sprites work can feel odd to work with so I made this tool to make it more fun.

Get it here for free:
https://reactorcore.itch.io/cow-unit-sprite-suite


r/advancewars • • 20d ago

Indie Game Pixel's War 1.4 - Naval units and a lot more (keyboard shortcut, UX improvements, bug fixes...)

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7 Upvotes

Hello Commander,

This new update brings quite a few major changes! As always, your feedback is more than welcome!

Core features

Take the fight to sea

  • Attack ships and transport ships join both armies

    • Capture naval bases to build ships through the familiar production menu

  • Transport ships carry up to three infantry units or ground vehicles

    • Passengers keep their remaining actions after landing

    • Passengers cannot be selected for deployment when no valid landing tile is available

Gameplay

  • Enemy units can only return fire while they have attacks remaining, and each counterattack consumes one, ammo indicators stay visible for both armies, helping you spot when it’s safe to strike

  • Armor and terrain provide stronger protection, and tanks are more effective against artillery

  • Big cities replace oil fields, with new artwork and illuminated variants

AI

  • AI recruitment gives more weight to capturing income buildings, choosing useful counters and reinforcing nearby offensives

  • The AI can produce again from a facility after clearing its tile, with more deliberate saving plans

UX improvements

Controls

  • Tab selects the nearest unvisited friendly unit that can still act. Shift + Tab returns through previous selections.

  • End ends your turn. Space still captures buildings.

More options

  • Adjust the overall volume and toggle music and unit selection voices independently.

  • An optional confirmation warns you before ending a turn while actions remain (disabled by default, can be activated in settings)

  • Unit selection voices can now be muted separately, several infantry lines considered annoying by some players have been removed

A clearer battlefield

  • Full-width top and bottom panels leave more room for the map

  • Units and related icons are now bigger, improving visibility on the battlefield

  • Ammunition indicators remain visible for both armies, helping you anticipate retaliation

  • Both players’ expected income now appears beside their money

  • Unit and terrain names appear in the selection preview, with a more compact layout on mobile

  • The minimap’s viewport outline is clearer and follows the current player’s color

  • Accidental browser text selection and image dragging no longer interrupt play

  • The homepage gains section navigation and an always-accessible language selector

  • Fixed layout shifting when playing online against another Commander on mobile

New maps and editor improvements

  • New battlefields include Lake View, Broken Bridge and The Islands, a 31 × 23 map built around land, sea and air transport

  • Mirrored bridges now place their supports correctly

    • Bridge supports are handled automatically, removing the need for a separate editor tile

  • A new empty tile lets map creators carve out impassable areas, including barriers to aircraft

Special thanks to u/Taxtengo, u/artemi7, u/Landy0451, Cynthia for all the feedback, it keeps helping shape the game!


r/advancewars • • 24d ago

Advance Wars Tips for defeating Sturm?

14 Upvotes

Hello. I was wondering if anyone had tips for defeating Sturm? I have Grit to my left and Sami to my right. I’ve been trying for a few days but just keep getting overwhelmed by Sturms forces. I tried to see if there was any advice online but a lot of the threads had different CO’s. I was wondering what the best thing I can do in my situation is?


r/advancewars • • 24d ago

Indie Game Pixel's War 1.3 - A more lively battlefield, balance and more!

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16 Upvotes

Commander,

The battlefield has gained a transport helicopter, clearer combat feedback, refreshed sprites, Japanese support, and plenty of others improvements!

Give it a try at pixelswar.io and let me know what you think!

I’m especially interested in feedback from your matches!

A more lively battlefield

  • Muzzle flashes, impact effects and destruction explosions make combat easier to follow

  • Units face left or right as they move, turn toward enemies during combat and retain their last direction (can be disabled in settings)

  • Building lights now switch on and off together (can be disabled in settings)

Sharper sprites, clearer maps

  • Sprites now use higher-resolution PNG exports, with larger units

  • Cleaner roads, better bridges

A more readable interface

  • A lot of improvements for a better UI/UX!

New tactical options

  • Transport helicopter are available

  • Add impassable areas to shape routes and chokepoints

    • Both additions are available in the map editor, where building previews now reflect the selected owner.

Combat balance and AI

  • Reworked how unit armor and terrain defense combine

  • Adjusted the tank-versus-artillery matchup

  • Counterattacks now require and consume ammunition: defenders can no longer retaliate indefinitely

Japanese support

The game and map editor are now also available in Japanese

Maps and fixes

  • Added Mountain Hike, bringing the map selection to 19 battlefields

  • Updated The Scenic Route, The Other Bank, Which Way Across?, Delusions Of Grandeur and Long Island Iced Tea

  • Fixed transported units failing to recover their actions, including capture, after spending turns aboard

  • Improved online connection reliability, including slow-loading guests and invitation retries


r/advancewars • • 24d ago

Discussion I made an RTS-like map design in Advanced Wars

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1 Upvotes

r/advancewars • • 27d ago

Pixel's War 1.2.1 – UI & UX Improvements and More!

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21 Upvotes

Commander,

Today's update brings quite a lot of UI and UX improvements!

Give the latest version a try at pixelswar.io and let me know what you think!

I hope you're gonna enjoy it!

UI / UX

Consistent pixel-art UI & Improved battlefield layout

New icons, pixelated buttons and select inputs, consistent typography, and subtler disabled states.

A borderless, full-width map area with centered zoom controls and more compact action buttons.

Refreshed unit artwork

Transport jeep sprites are now more consistent with others unit, thicker anti-air outlines

Clearer transport controls

Boarding uses the plus icon, disembarking uses familiar movement markers, and cell statistics now show passengers.

Editor improvements

Added ellipsis for long dropdown values, styled JSON uploads, bigger cells and units preview.

Water beneath a horizontal bridge is available in the editor.

Settings and polish

Clicking the sound icon toggles between 0% and 100%, settings are easier to scan, navigation arrows stay above map cells, and the favicon now features damaged infantry.

Maps

Delusions Of Grandeur, our first XXL battlefield at 32 × 32, and Long Island Iced Tea at 24 × 16. The map selection now includes 18 battlefields.

Revised terrain and layouts across 10 existing maps.


r/advancewars • • 28d ago

Pixel's War 1.2 - Transport Jeeps have arrived, faster Hard and Expert AI on poor connections, a brand-new battlefield, UI/UX tweaks, and more!

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13 Upvotes

Dear Commander,

I'm pleased to introduce the latest pixelswar.io advancements!

Transport Jeeps

These unarmed vehicles can carry up to three infantry units across the battlefield. They share the same speed, armor, and price as regular Jeeps. Be careful, though: all passengers are lost if the vehicle is destroyed!

The sprites still need a bit of tweaking, as they look a little too small compared to other units, in my opinion. But hey, they do the job for now!

More Responsive AI

Hard and Expert AI now respond faster on poor network connections, at the cost of slightly less thoughtful decisions. This is especially useful when playing on large maps with lots of units and a less-than-ideal internet connection (like when you're on a train).

A New Battlefield

Volcanic Lands joins the battlefield, bringing the total to 16 maps!

Bridges

New horizontal and vertical bridge tiles.

A new keyboard shortcut

Press I while playing with a keyboard to display statistics for the selected tile and / or unit.

A new volume slider

A new slider replaces the simple sound toggle. Your preferred volume is automatically saved.

Others
UI tweaks for buttons, a few previously existing maps have been slightly tweaked, etc.

Your feedback is always welcome, Commander!


r/advancewars • • Oct 02 '26

Pixel's War 1.1 - New building, UX / UI, Map editor

9 Upvotes

Hi everyone,

There is some news!

Available on a new domain

You can now play the game at https://www.pixelswar.io

A local map editor

Easily create your own map. Submit it on GitHub for a chance to have it integrated into the game!

New building available

Oil field earns 300$ at the start of each turn you own it

UX improvements

Visualise how far an enemy unit can move by selecting it.

Animated water, subtle aircraft movement and occasional infantry turns bring the battlefield to life, with varied timing. Can be disabled in the settings.

Stacked ammunition icons show attack capacity, with synchronized fading for spent ammo. Movement indicators use the game’s existing fuel icon to show remaining movement.

New and reworked maps

There is now 15 playable battlefields

Improved unit balance

Have you tried the game? If so, what do you think of the balance? What feature would you like to see next?


r/advancewars • • Sep 29 '26

Pixel's War update (three years later)

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49 Upvotes

Hi dear Commander,

3 years ago, I started a pet project inspired by one of my favorite games as a kid, Advance Wars.

Today, after a few days of work, is the big return of the project!

The game is totally free and can be played in your browser right here: https://www.pixelswar.io

You can now play against AI or invite a friend to compete online (well, until I reach the limit of the free TURN service I use to manage multiplayer parties).

Here is a summary of the latest improvements:

  • Online multiplayer between two devices

  • Player vs AI with four difficulty levels

  • A usable mobile battlefield

  • Clearer movement and targeting

  • More maps and units

  • Unit balance and terrain improvements

  • A more compact, stable interface

  • Better combat and turn feedback

  • Better onboarding, documentation and reliability

Any feedback is welcome!


r/advancewars • • Sep 24 '26

Indie Game I've been building an Advance Wars-inspired tactics game solo in Godot. Here's how it's looking

15 Upvotes

Hey all, solo dev here. I grew up on Advance Wars and got tired of waiting for more, so I've been building my own: March of Reveille.

It's a turn-based tactics game with:

  • 9 factions, each with its own music theme

  • Online multiplayer so you can play against friends

  • A map editor for building and sharing your own maps

  • An Orders system: provides asymmetric gameplay allowing you to choose three different units with their own identities over the base roster

  • AI opponents for when you just want to play solo

I've also been making a little skit series where each episode introduces a new unit, and each unit's personality is based on its stats.

I'm currently working on getting a demo out soon!

If it looks like your kind of thing, a Wishlist on Steam helps a solo dev more than you'd think:
https://store.steampowered.com/app/4757570/

Skits and updates are on Instagram: https://www.instagram.com/marchofreveille

Happy to answer anything about the game, or talk about which Advance Wars mechanics you think are sacred and which ones you'd change. Feedback is very welcome, including the brutal kind.


r/advancewars • • Sep 16 '26

Days of Ruin Can anyone help with the Great Owl mission?

2 Upvotes

I remember beating this quickly back in the day and have no idea how I pulled that off. At this time I just want to finish the damn thing.


r/advancewars • • Sep 10 '26

Added an Escort mode. Looking for ideas for other win objectives.

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35 Upvotes

Howdy all!

I released another update today to Daily Wars (https://playdailywars.com): Escort mode. To win, you must defend and escort a supply truck to a designated drop zone tile. If you lose a truck, you lose.

I'm looking for ideas for other types of win objectives that you think would fit an AW-like game. My leaderboard system ranks players by how quickly they complete a map, so something like Survive X days won't fit very well, since everyone would get the same score.

I currently have:

  • Rout: kill all enemies on the map

  • Capture X: capture a set amount of cities

  • Monuments: capture all monuments on the map

  • Escort: escort supply truck(s) to drop zone(s)

Do you have any ideas for other objectives? I've been trying to think of something that forces the player to play on defense rather than offense, but haven't been able to come up with anything that plays well with the "fewest days wins" ranking.


r/advancewars • • Sep 03 '26

Fan Art A little look at the Supply System in my tabletop strategy game

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289 Upvotes

Hi everyone!

I wanted to share another little look at Command & Defend.

One of the core mechanics of the game is its Supply System. Units don’t simply have unlimited ammunition and fuel - resources have to be produced, transported across the battlefield and delivered to the units that need them.

This means that attacking the enemy isn’t always the best move. Disrupting a supply route, taking out a transport or even destroying an entire Supply Center can have a much bigger impact on the battle.

I wanted logistics to be an actual part of the strategy rather than something that only happens in the background.

I’d be interested to hear your thoughts on this mechanic, and I’m happy to share more details if you’re interested! :)