‘Fields of War’ is officially launched


In ‘Fields of War‘ the world is divided into territories, represented by cores that are connected to each other. Capturing linked cores expand the faction’s control of the land.

A core can’t be captured by a faction unless it’s linked to that faction’s main core (HQ). All cores that are somehow connected to the faction HQ are part of the faction’s Core Network. Players can transfer quickly between cores in the Network.

Fields of War also has a page on Steam Greenlight, where you can vote to get it on Steam!

While a core can’t be captured unless it’s linked to the HQ, it can be taken from the other faction, thus potentially breaking their network. Once a core is not linked to a faction’s core network, it becomes ‘neutralized’, and players from that faction can no longer transfer to it. An entire sections of the network can be taken down by neutralizing just a single core.


  • Persistent world, the fight never ends.
  • Large scale 100 vs. 100 battle.
  • AI bots replace absent players.
  • Five distinct mech classes with different play styles.
  • Customize your mech’s colors and camo pattern.
  • Cross-platform multiplayer.

Finally, Fields of War is available for purchase from the Store.



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Author: RootGamer View all posts by

One Comment on "‘Fields of War’ is officially launched"

  1. mikefrett November 11, 2013 at 16:44 -

    Indie and Multiplayer don’t mix. Multiplayer in Indie games usually dies out in a month, and with this game being Multiplayer only; that means you’ll soon be left with a game you can’t play.

    Seriously Indies, focus more on Singleplayer so buyers can have a game re-playability. Singleplayer Skirmish vs AI with customizable maps etc is the ticket. Oil Rush/ C&C Generals style.

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