- GroundInFlames gameplay video: release walkthrough reveals squad combat, logistics, drones, and tank interiors
- HUD layout: money top left, victory points top center, tactical map bottom left
- Squad control: select two soldiers and press G to merge them into one squad
- Logistics wins fights: cage armor, EW jammers, and truck-bed machine guns upgrade your vehicles
- Tank weak points: tracks, engine, autoloader, and individual crew hitboxes are all modeled
GroundInFlames Gameplay Video: Release Footage Breakdown
The first GroundInFlames gameplay video is a dev-supported walkthrough of the studio's ground-warfare strategy title, the sibling project to Skyne Flames. It covers the full HUD, the infantry order menu, trench construction, the logistics screen, drone warfare, electronic warfare, and even the internal hitbox layout of a tank. If you want to understand how a match actually plays before commanding your first squad, this footage is the best starting point available.
Video Highlights:
- Full HUD walkthrough: money, victory points, tactical map, and soldier status panels
- Infantry order menu: assault, hold fire, prone, cover, suppression, and squad forming
- Logistics screen: vehicle purchases, cage armor, EW jammers, and bed-mounted machine guns
- Drone warfare returns: FPV drones and recon drones, matching Skyne Flames systems
- Tank interior modeled with engine, autoloader, driver, commander, and gunner hitboxes
GroundInFlames plays as a real-time ground war between two opposing factions. You capture territory across a frontline map, accumulate victory points, manage money, and keep infantry supplied with ammunition and food while drones and rocket artillery hammer both lines. Several systems carry over directly from Skyne Flames — fog of war, FPV drones, recon drones — while new ground-specific layers like trench networks, vehicle transports, and crewed tank interiors change how you plan every push.
Command Infantry
- Direct squad orders
- Prone, cover, assault
- Suppression with X
Hold the Ground
- Trenches and dugouts
- Entry point management
- Vehicle concealment
Win the Logistics War
- Buy vehicles and upgrades
- Cage armor vs drones
- Electronic warfare jamming
Everything summarized here comes from the release preview walkthrough, so names and values can shift before the final build. Treat figures like the 45-minute food timer as illustrations of how systems work, not fixed stats.
HUD Layout, Map Colors, and Victory Points
The interface follows a clean RTS layout, and knowing where every readout sits lets you react without hunting through menus mid-fight. Here is how the screen is organized in the gameplay video.
| HUD Element | Screen Position | What It Shows |
|---|---|---|
| Money | Top left | Funds for reinforcements and vehicle purchases |
| Victory points | Top center | Score earned from holding objectives |
| Tactical map | Bottom left | Territory control across the frontline |
| Soldier status | Bottom right | Morale, ammunition, and food of selected troops |
| Vehicle list | Top right | Idle vehicles currently not transporting anyone |
The map uses three colors to communicate the frontline at a glance, which makes route planning and defensive reading fast even in chaotic moments.
| Map Color | Controlled By | What It Means for You |
|---|---|---|
| Blue | Ukrainian side | Friendly captured territory |
| White | No side | Contested ground and your best push targets |
| Red | Russia | Enemy-held zones that need recon before an assault |
The storage structure holds supplies, most likely the ammunition your infantrymen burn through under fire. In the footage, infantry groups are shown pinned down in the open and returning fire while selected, which demonstrates how quickly ammo pressure builds once a firefight starts.
Victory points sit dead center at the top of the HUD, which tells you the win condition plainly: holding objectives beats padding kills. Structure every attack around claiming the white, unclaimed zones on the map.
Infantry Orders and Squad Control
The order menu is the heart of GroundInFlames combat. Each command changes how your soldiers behave on the ground, and combining them correctly is the difference between a squad that survives an open field crossing and one that gets shredded.
| Command | Input | Effect |
|---|---|---|
| Assault | Menu | Sends selected infantry forward to attack |
| Hold Fire | Menu | Keeps weapons quiet until you order engagement |
| Prone | Menu | Soldiers lay flat to shrink exposure in the open |
| Cover | Menu | Troops take cover at heights or behind obstacles |
| To Base | Menu | Retreats selected soldiers back to base |
| Suppress | Press X | Soldiers shoot back at the enemy to pin them |
| Form a Squad | Press G | Merges selected soldiers into a single squad |
| Grenades / Smoke | Menu | Throwable ordnance for clearing and screening |
Follow this sequence to bring a scattered group of survivors under control and get them fighting as a unit:
Select Your Troops
Click the soldiers you want to command. The footage shows selections of two men in one trench section and ten in another, all under enemy fire.
Merge Stragglers with G
If random soldiers are running around separately, select both and press G to form a squad. Consolidated squads respond to orders as one block.
Set the Posture
Use prone on exposed ground and cover to tuck troops behind terrain heights or obstacles before the shooting starts.
Control the Trigger
Keep Hold Fire active to stay hidden, then press X to suppress once the enemy has spotted your position.
Rotate Depleted Units
When the bottom-right gauges dip, issue To Base and pull the squad out before morale or ammunition collapses.
The bottom-right panel tracks morale, ammunition, and food for the men you have selected. In the preview, one man's supplies were enough to survive roughly 45 minutes. Let that food timer hit zero and a position can collapse no matter how strong the trench line looks.
Fortifications, Entry Points, and Soldier Supply
The building menu is where defensive play takes shape. It includes trenches, dugouts described as bunker-type structures, and entry points placed at the ends of trenches where troops enter the network. Buildings scattered across the map also have their own entry logic, which matters for both infantry routes and vehicle concealment.
| Entry Type | Marking | Function |
|---|---|---|
| Vehicle entry point | Orange | Tanks and vehicles drive inside to conceal |
| Infantry-only route | Blue arrows | Foot soldiers enter; vehicles cannot |
| Trench entrance | End of the trench line | Where troops enter the trench network |
Concealment is the standout mechanic here. Parking a tank or truck inside a building with an orange entry point hides the vehicle from casual observation, which pairs naturally with the fog of war carried over from Skyne Flames. Medics also matter: the footage shows a damaged soldier being reached by a medic, so wounded troops are a recoverable resource rather than automatic losses.
Use this checklist to set up a position that survives more than one attack:
Defensive Setup Checklist:
- Link trenches to dugouts so squads can fall back under fire
- Keep entry points facing your side of the position
- Park vehicles inside buildings with orange entry points
- Track food timers and rotate squads before supplies run out
- Stage a medic near the buildings seeing the heaviest fighting
Dig trenches before you expand. A connected trench and dugout network gives your infantry a covered path to retreat through, while disconnected bunkers just trap troops at the end of a dead-end tunnel.
Logistics, Vehicles, Drones, EW, and Tank Weak Points
The logistics page is where your money turns into battlefield power. It handles reinforcements and vehicle purchases, and each vehicle can be equipped before deployment. One demonstrated loadout turns a plain car into a mobile support platform requiring two crewmen to operate.
| Vehicle Upgrade | What It Does |
|---|---|
| Cage armor | Anti-drone protection layered over the vehicle body |
| Electronic warfare jammer | Cuts control signals within a set range around the car |
| Bed machine gun | Machine gunner mounted in the truck bed at the rear |
| Conscripts | Troops ride in the vehicle alongside the two crewmen |
Drone warfare is a core pillar, with both FPV drones and recon drones confirmed, working the same way as in Skyne Flames. Electronic warfare counters them: every drone operator has an individual frequency, and a vehicle equipped with an EW device can cut signals across a specific range, causing incoming drones to miss. Rocket artillery also appears as its own unit type, shown firing rockets into enemy positions alongside a tank and conscript pairs.
Tank combat is modeled down to the interior, with distinct hitboxes and crew positions that reward precise shots.
| Armor Zone | Color Code | Why It Matters |
|---|---|---|
| Track sides | Orange | Hits here can immobilize the tank |
| Engine | Green | Mobility kill on a critical component |
| Front and rear hull | Blue | Standard hitboxes on both ends |
| Autoloader | Red circle | Critical module at the center of the hull |
| Crew Member | Marker | Role |
|---|---|---|
| Driver | Blue dot | Moves and positions the tank |
| Commander | Yellow dot | Spots targets and directs the crew |
| Gunner | Red dot | Fires the main gun |
If you already play Skyne Flames, half of this battle is won: FPV and recon drone handling carries over directly. Spend your learning time on jammer positioning, truck loadouts, and tank hitboxes instead.
Frequently Asked Questions
All mechanics summarized here come from the release preview gameplay footage published in November 2026. Final implementations may differ, so check official channels for confirmed details.
Q: What kind of game is GroundInFlames?
GroundInFlames is a real-time ground-warfare strategy game and the sibling title to Skyne Flames. You command infantry squads, build trenches and dugouts, purchase and upgrade vehicles, manage logistics like food and ammunition, and fight with FPV drones, recon drones, rocket artillery, and electronic warfare across a contested frontline map.
Q: How do I form a squad in GroundInFlames?
Select the soldiers you want to group together and press G. The gameplay video demonstrates grabbing two separate soldiers running around independently and merging them into one squad, which then responds to orders like assault, cover, and To Base as a single unit.
Q: How does electronic warfare work against drones?
Every drone operator has an individual control frequency. A vehicle equipped with an electronic warfare device can cut signals across a specific range, which prevents FPV drones in that zone from hitting their targets. Positioning your jammer vehicle over likely drone approach routes is the key defensive play.
Q: Where are a tank's weak points located?
The tank model uses color-coded hitboxes: orange zones on the left and right of the tracks, a green engine, blue hitboxes on the front and rear hull, and a red circle marking the autoloader in the center. Individual crew members are also modeled, with a blue dot for the driver, a yellow dot for the commander, and a red dot for the gunner.