- GroundInFlames game: a top-down tactical warfare title where you command infantry, vehicles, drones and logistics on a contested frontline map
- Map colors: blue marks Ukrainian-captured zones, red Russian-captured, white neutral ground
- Squad control: select two or more soldiers and press G to bind them into one squad
- Logistics wins fights: morale, ammunition and food sit in the bottom-right HUD; the shown supply feeds one man for roughly 45 minutes
- Anti-drone tech: cage armor and electronic warfare jammers are the answer to FPV drones
GroundInFlames Game Overview: Release Info & First Look
The GroundInFlames game is the newest strategy project from the developer behind Skyne Flames, positioned as a sibling title to that game. Where Skyne Flames took the fight to the sky, GroundInFlames moves the war to the ground: you manage frontline zones split between a Ukrainian side and a Russian side, capturing territory, feeding troops, and slowly grinding the enemy down through victory points.
Details below come from a developer-supported pre-release showcase, so expect numbers and UI details to shift before launch.
Video Highlights:
- First look at the battlefield HUD, faction colors and victory points
- Full breakdown of infantry orders, squad formation and base retreats
- The logistics page: reinforcements, vehicle purchases and upgrades
- FPV and recon drones plus electronic warfare frequencies
- Tank hitboxes, crew positions and the fog of war system
The interface keeps critical info on fixed screen anchors. Learn these positions early, because you will glance at them every few seconds during a battle.
| HUD Element | Location | Function |
|---|---|---|
| Money | Top left | Funds purchases and reinforcements |
| Victory points | Top middle | Primary win condition tracker |
| Mini-map | Bottom left | Shows captured zones in faction colors |
| Morale / Ammo / Food | Bottom right | Per-unit sustain and combat readiness |
| Idle vehicles | Top right | Vehicles currently not transporting troops |
Everything documented here reflects the current development build. Mechanics like food timers, order lists and upgrade slots may be rebalanced before the full release, so treat exact figures as indicative rather than final.
Infantry Command: Orders, Squads & Suppression
Infantry is the backbone of your army, and the order wheel is how you direct it. Soldiers caught in the open without orders die fast, so issue commands the moment a squad takes contact.
| Order | Effect | Best Use |
|---|---|---|
| Assault | Push toward the designated target | Breaking weakened enemy positions |
| Hold Fire | Stay silent until given a new order | Ambushes and stealth approaches |
| Prone | Soldiers lay down to shrink their profile | Crossing or holding open fields under fire |
| Cover | Take cover behind terrain and objects | Surviving incoming suppression |
| Form Squad | Bind selected soldiers into one unit | Faster group command |
| To Base | Retreat the unit back to base | Pulling battered troops off the line |
| Suppress (X) | Shoot back at the enemy to pin them | Covering a friendly assault |
| Grenades / Smoke | Throw frags or pop screening smoke | Clearing positions, crossing kill zones |
Forming squads takes seconds and pays off for the whole match. Loose pairs of soldiers are hard to steer; a squad answers as one.
Select Your Soldiers
Click or drag-select the infantry you want to group, for example the two soldiers holding a flank plus reinforcements nearby.
Press G to Form a Squad
With multiple soldiers selected, pressing G binds them into a single squad that moves and fights together.
Assign a Combat Order
Give the squad Assault, Cover or Prone depending on the situation, and use Suppress (X) when friendly units are pushing past them.
Retreat Before the Break
If morale is collapsing, issue To Base early. A squad that retreats intact can be rebuilt; a wiped squad cannot.
Keep one squad on Hold Fire near likely approach lanes while your main force fights elsewhere. Hidden infantry that opens fire only when the enemy is committed turns a defense into a massacre.
Trenches, Dugouts & Entry Points
Construction is where GroundInFlames separates casual players from planners. You can dig trenches for protected movement and build dugouts, which work like small bunkers for troops under sustained fire. Entry points sit at the ends of trenches, and every building on the map has its own entrance rules.
| Structure / Marker | Color Code | Who Can Use It |
|---|---|---|
| Trench | Earthwork line | Infantry only, protected movement |
| Dugout | Bunker-style structure | Infantry shelter under fire |
| Building entry point | Blue arrow | Infantry only |
| Building entry point | Orange arrow | Tanks and vehicles can enter to conceal |
Concealment is the big deal here. A tank that slips inside a building through an orange entry point disappears from casual observation and survives drone sweeps that would shred it in the open.
Entry points are the only way troops and vehicles get in or out. If an enemy seals or watches the trench ends and blue arrows, everyone inside can be trapped and destroyed piecemeal. Always keep a second exit route in mind before you garrison a position.
Logistics, Vehicles & Reinforcements: The Mobilization Layer
The bottom-right readout tracks the three numbers that decide long battles: morale, ammunition and food. Storage structures hold supplies, likely ammunition for your infantry, and the pre-release build showed a food stock that could keep one man alive for about 45 minutes. Run dry, and your army stops being an army.
| Resource | Where Tracked | Why It Matters |
|---|---|---|
| Morale | Bottom-right HUD | Broken morale collapses a squad's fighting ability |
| Ammunition | Bottom-right HUD | Storage feeds infantry; dry squads cannot suppress |
| Food | Bottom-right HUD | Shown supply supports one soldier for ~45 minutes |
| Reinforcements | Logistics page | Replaces casualties at the front |
| Money | Top-left HUD | Pays for vehicles, upgrades and manpower |
The logistics page is your mobilization workshop. From here you purchase vehicles, bolt on protective and offensive modules, and load conscripts for transport. Medics also matter in this layer: footage shows a damaged soldier being reached by a medic who comes to help, so keep casualty routes short.
Treat the 45-minute-per-man food figure as a planning anchor for long matches. Every minute your supply line stalls is a minute your frontline troops burn through a finite stock.
Vehicle upgrades define how survivable your motor pool is. Three stand out in the current build:
Cage Armor
- Anti-drone protection
- Slaps slat cage over the vehicle
- First pick for front-line trucks
Electronic Warfare Jammer
- Cuts drone control signals
- Creates a protective radius
- Best paired with cage armor
Machine-Gun Bed
- Rear-mounted MG position
- Requires two crewmen to operate
- Adds mobile fire support
Open the Logistics Page
From the main interface, head to the logistics screen where reinforcements and vehicle purchases live.
Purchase the Vehicle
Buy the truck or car chassis you want to field. Fresh vehicles appear idle in the top-right vehicle list.
Fit the Machine-Gun Bed
Mount the machine gun in the bed at the rear of the car, then assign two crewmen to operate it.
Load Conscripts
Put conscripts in the vehicle so it doubles as a troop transport moving men toward the line.
Escort and Advance
Roll it forward under electronic warfare cover so enemy FPV drones cannot lock the drive.
Heavier formations mix categories: a tank, a rocket artillery car firing rockets at enemy positions, and a pair of conscripts make a balanced push group. Rocket artillery in particular lets you strike positions your infantry cannot reach.
First Battle Preparation Checklist:
- Capture neutral white zones early to bank victory points
- Dig trenches before launching any assault
- Keep storage stocked so ammo and food never hit zero
- Fit cage armor on every vehicle driving toward the front
- Watch the morale readout and pull squads back before they break
Drone Warfare & Electronic Warfare Counters
Drone warfare is a headline system. GroundInFlames features both FPV drones for attacks and recon drones for spotting, and players of Skyne Flames will recognize how both behave. Recon drones feed your map knowledge; FPV drones are your precision strike against vehicles that overextend.
Electronic warfare is the counterplay, and it works through frequencies. Every drone operator has his own frequency, and a vehicle equipped with an electronic warfare device can cut off signals within a specific range. A drone flying into that bubble loses its link and fails to hit.
A vehicle without cage armor or an electronic warfare escort is a sitting target for the first FPV drone that finds it. Layer both defenses on anything you value.
When drones and artillery fail, you shoot the tank itself, and the damage model is granular. Every zone and crew member is a distinct hitbox:
| Zone / Crew | Marker | Effect When Hit |
|---|---|---|
| Tracks, left and right | Orange | Mobility damage, tank halts |
| Engine | Green | Power loss, critical system |
| Front and rear hull | Blue | Structural hitboxes |
| Autoloader | Red circle, center | Disables reloading cycle |
| Driver | Blue dot | Crew loss, control degraded |
| Commander | Yellow dot | Crew loss, awareness reduced |
| Gunner | Red dot | Crew loss, firepower lost |
Aim small. Killing the gunner stops the shooting; clipping the autoloader strands the tank defenseless even if the hull looks fine.
Fog of war rounds the loop out. Just like in Skyne Flames, you cannot see everything your enemy does, so recon drones, entry-point discipline and patience matter more than raw unit count.
GroundInFlames Game FAQ
Q: What kind of game is the GroundInFlames game?
GroundInFlames is a top-down tactical warfare strategy game from the developer of Skyne Flames. You command infantry, vehicles, drones and logistics on a frontline map divided between a Ukrainian side and a Russian side, capturing zones and accumulating victory points to win.
Q: How do I form a squad in GroundInFlames?
Select two or more soldiers, press G, and they bind into a single squad that receives orders together. From there you can assign Assault, Cover, Prone or Suppress (X), or send the whole squad back to base if morale starts to break.
Q: What do the map colors mean?
Blue zones are captured by the Ukrainian side, red zones are captured by the Russian side, and white zones are neutral. Taking neutral and enemy zones is how you build toward victory points, shown at the middle of the top HUD bar.
Q: How does electronic warfare stop drones?
Every drone operator transmits on his own frequency. A vehicle fitted with an electronic warfare device cuts off signals within a specific range, so any FPV drone entering that bubble loses control and fails to hit. Pair it with cage armor for full anti-drone protection.
Since all current details come from a pre-release showcase, bookmark this wiki and follow the developer's official channels for balance changes, new systems and launch announcements.