SECTOR 07 CONTROL THE FRONTIER
320 × 320
ID
IRON DUNECOMMAND EDITION
2,100resources
ϟ75 / 85energy
7 / 400Units
00:00
Field control0 / 3
additional income+0 /s
battle mapLIVE SATELLITE
Ctrl + number to save
VANGUARD COMMAND

The force awaits the command

Click on a unit or drag a frame to select a group

Hover or click to pan, rotate and zoom
Selection: click / drag Movement and attack: right click U: upgrade the selection · Shift + command: target sequence · Right click on a map when a structure is selected: assembly
IRONDUNE

Loading the battlefield…

A real-time strategy game in English · Building a base and fighting against the computer

A real-time strategy game in the browser

IRON DUNE is a free 3D strategy game in English against the computer. Build a base, collect crystals and command an army of up to 400 units on land, air and sea - without installation or registration.

A rich desert landscapeAnimals and birds in motionInvasions from space
01Basis economy
02Occupied outposts
03Overwhelm the enemy
About the game, the maps and the battle modes

Build a base and command a combined army

Build refineries, power plants, vehicle factories and defense towers. Combine soldiers, tanks, artillery and planes, and on the river map build a shipyard to manufacture ships and submarines. Medics, engineers and recovery vehicles handle nearby forces automatically.

Choose how to fight

Choose between two armies, seven maps and up to three enemy bases. In addition to free combat there are base defense missions, convoy rescue, city capture, night battles and survival mode. You can set the intensity of the zombies, aliens and bosses or turn them off in the opening menu.

From looking at to direct control

Manage the army from the battle map or select a unit and switch to POV mode to move it and aim the weapon yourself. The models and animations were designed in Blender, with factory assembly of vehicles, visual fixes and night lighting.

The game is designed for a single player against the computer. You can also play on a touch screen; Performance depends on the device and browser that supports WebGL. Saving the battle and preferences in the browser is your choice.

Commands and first steps guide · BuildingsSelection of units and army composition

Before you start · Privacy and cookies

You can play without registration. Saving the game and preferences on the device is your choice. In the current version there are no active measurement or advertising tools. During the visit, technical data is provided to the server for activation and security purposes.

Before starting a new battle or continuing a saved battle a short performance check will be performed. The graphics level will be adjusted to the device automatically.

Map scrolling: mouse on the edges · on the phone: drag with two fingers · pinch to zoom
Commander's Guide

Controlling the battlefield

Advanced commands
Open "Army Commands and Abilities" in the production bar. A return tour between the place of power and the destination of your choice; An escort follows a friendly unit. Select infantry, press mount, then armored troop carrier (6 passengers) or helicopter (4). Select the tool and click Download in free space. The loss of the vehicle also loses its passengers. The demolition button allows to attack landscape buildings and walls; Fuel tanks can damage any nearby force. Power Split saves three groups in keys 1–3, along with the selected array.
Fortification in scenic buildings
Select soldiers and right click on a house, hangar, observation tower, communication station, market shed or abandoned temple. On the phone: select soldiers and tap on the structure. It is also possible to use "Entering the building · infantry" in the army commands menu. Up to 4 soldiers in each landscape structure; Surplus soldiers remain outside. The number above the building shows occupancy, and the plus indicates soldiers on the way. The fighters automatically fire from the shell and gain additional range. Normal fire only deals 10% of the damage to soldiers. Grenades transfer 45%, incendiaries 60% and commandos break 35%. Tanks and artillery do increased damage to the structure. Clicking on your structure opens a panel with each soldier's health, personal evacuation, choosing a common goal and the possibility of automatic evacuation below 25% durability. The automatic evacuation does not injure soldiers, but requires a clear exit. Medics and engineers can hide, but do not shoot. Select a manned building and click "Evacuate Soldiers", or use "Evacuate Garrison". To attack an empty structure: select power, press A then the structure. A manned enemy structure is attacked with a right click. When the structure is destroyed it collapses into rubble; Survivors exit with half their remaining health, if there is an exit path.
armies and abilities
Each army has unique units and temporary ability. Build a lab and then a shield tower or battle reactor. Activating the ability costs 150 resources and recharges after 90 seconds. The vanguard takes less damage while shielding; The Ash Legion increases speed and firepower during the push.
Direct control · POV
Select a unit or turret and press V. The arrows move the unit: ↑ forward, ↓ slow down and reverse, ←/→ steer left and right. The mouse directs the turret separately from the vehicle body. In the infantry the arrows also move to the sides. WASD also remains available. in planes and submarines, Q goes up and Z goes down; B raises or lowers a periscope at a depth of up to 2 meters. Moving the mouse on the battlefield is directed without the need to hold a button. The mouse lock button allows continuous rotation; Left click or space shoots. An infantryman changes an automatic cartridge after 12 shots. E handles, mines, unloads or picks up/drops off passengers according to the type of unit. X activates a grenade for armed infantry, smoke for a vehicle, decoy lights for an aircraft or sonar for a vessel. Abilities are limited by the waiting time saved when switching between units and saving. Smoke blocks sight to both sides for 8 seconds; Shells that have already been fired are still dangerous. Decoy lights deflect guided missiles for 3 seconds. Sonar detects at range 60 for 7 seconds. F calls up to 12 nearby units to follow, G to defend the area and T to attack a visible enemy on target. Tab moves between available units in the 45 range, and Shift+Tab goes back. U upgrades, R returns to base and V/Escape returns to command. The phone has motion controls, aiming and action buttons; You can scroll the action area. The battle map shows only visible information, a red arrow shows from which direction you were hit and x confirms actual damage. The rest of the army and the enemy continue to operate in POV time.
Selection of units
Clicking or dragging a frame. Shift adds to the selection. Q selects all combat units.
movement and attack
Right click on the ground to move, and on an enemy to attack. A and then pressing send a force that advances and attacks on the way. On a touchscreen: Select a unit, then tap Target.
camera
Move the mouse to the edge of the battlefield to scroll the map, also diagonally. On the phone: place two fingers on the map and drag in the desired direction. Move them away from each other to move closer, or move them closer to move away. You can drag and change zoom in the same movement. Raise both before giving a command. You can also use the arrow keys, the wheel to zoom and drag with the middle button. H returns to base; Clicking on the small map focuses on an area.
Mechanical Reaper — tenth minute
A giant robot lands after 10 minutes of activity play, with a 20 second warning. Avoid the plasma marks and the knockback; The reactor is vulnerable while charging and during recovery. The machine gun and shoulder missiles also hit planes.
Invasions from space
Flying saucers occasionally appear and attack both armies with green beams. The first invasion comes after about 3-4 minutes. Prepare anti-tank or anti-tank fighters. The first titan comes for sure after 5 minutes of play, even if all plates have been destroyed. In the following invasions you can prevent another monster by destroying the landing plate. The landing position is marked 12 seconds in advance. The monster marks an attack zone and waits 2.4 seconds before hitting: exit the circle to dodge. The back takes 65% more damage; While preparing the attack and two seconds after it an additional 25% damage. Use body armor and heavy weapons. Destroying aliens grants resources. Click on the zip code invasion indicator.
the living desert
Deer, foxes and turtles move between the habitats; Eagles soar and rest on the acacia trees. Land animals react to forces and explosions. The wild animals are part of the landscape and are not combat units. Trees, cacti and large ruins are taken into account in route planning and construction.
Economy and construction
The collection vehicle automatically mines and unloads at a refinery. Select a structure and place it in a green area near the base. Lack of electricity slows production. You can hold up to 400 units; Units in the production queue reserve space within the limit. Buildings are not counted in the military quota.
Movement in the structure
A force sent together adjusts the rate of progress to the slower units. The units bypass nearby forces and deploy at a distance around the target. Split groups to make quick rounds.
shelter and armor
Buildings and rocks block direct fire; Flank them to open a line of fire. Cover also reduces nearby explosion damage by 70%. Ground vehicles take 35% less damage in the front and 40% more in the back. The direction of the turret is independent of the direction of the armor. In a selected vehicle, the green marking points to the front and the orange dot to the rear.
Shells and missiles
The damage was done at the time of impact. Tank shells, artillery and rockets are fired to a point, so a moving target can dodge; Anti-tank, anti-aircraft and fighter missiles track the target. Artillery and rockets fire in an arc and can pass over low cover.
Defense towers
An effective anti-armor gun turret; Anti-aircraft missile turret hits planes only; Flamethrower is effective against infantry groups at short range; A mortar position fires a long-range arc, but does not fire at a range less than 10. When placing and choosing a turret, the firing ranges are displayed; The orange inner line marks a dead area. Lack of electricity slows down the rate of fire. Each tower has its own price, power consumption and construction requirements.
An adaptive enemy
The enemy adapts production to the forces he has discovered, overcomes dangerous attacks and tries to damage the economy through exposed flanks. Artillery keep their distance and pick-up vehicles retreat from fire. reconnaissance phase, anti-aircraft and repair units; An attack from several directions makes it difficult for him to coordinate a defense.
tactical advantage
Engineers repair nearby forces, medics heal infantry and recovery vehicles repair armor. Anti-aircraft vehicles attack aircraft only. Snipers are effective against infantry, anti-tank fighters, anti-tanks and aircraft. A laboratory opens research and advanced units.
Old units
Combat units level up after 2, 5 and 10 kills. Each rank gives 12% additional damage and shortens the charging time by 8%. Maintain experienced units through withdrawal and patching.
base maintenance
Select a damaged structure and activate auto repair: up to 24 durability points per second, costing 1 resource for every 4 points. Lack of electricity slows down the repair. Buildings can be sold for 50% of the cost depending on their condition; Cost of queued units is fully refunded. The headquarters is not for sale.
Behavior and production management
Open "Behaviour, Bridges and Production Management". Choose strength, choose position holding, area defense or pursuit, and a retreat threshold of 20%, 35% or 50%. Withdrawal ends in 80% health; Care requires a support unit or service station. You can select a group of production buildings, order 5 units with a click and repeat the queue order. Canceling an item turns off the repetition in its structure.
temporary bridges
On the river map, select an engineer and start building a bridge. Both banks must be visible and free. The cost is 350, the work lasts 18 seconds near the bank. The passage is open to both sides for 3 minutes; There are up to two temporary bridges. After the expiration of the time, the dismantling waits for the units to be vacated. Canceling a job refunds the remaining cost.
Supply stations
The three outposts are marked A, B and C on the map. A Repairs and heals nearby undamaged units for 4 seconds; B increases unit detection by 20% and provides local radar; C accelerates unit production by 25%. Bonuses are disabled during a dispute. Three nearby deposits are 50% richer and 60% faster mined. Armed ground forces at circle range capture the outpost. Each outpost under your control provides 3 resources per second and reveals an area. The presence of both sides stops an occupation.
Sequence of commands and convention
Hold Shift while giving a move command to add a target to continue. Select a factory, residence or airport and right-click on the map to set a pick-up point. Double clicking on a unit selects units of that type on the screen. R orders the chosen force to retreat to base.
Events, fortifications and survival
Open the event settings in the opening menu to select zombies, plates, monster and robot separately. Choose Easy, Normal, Strong or Off. In survival mode choose a target of 3, 5 or 8 waves; The first wave at minute 12. Construction of fortifications is available in the buildings tab: a fence slows down by 45%, a durable concrete barrier and a protected gate that can be opened and closed. Your powers can pass through your structures. An open gate also allows zombies to pass through; An occupied gate will not close. After eliminating a wave, a reward button allows you to choose once 450 resources, 35% repair and healing, or 3 riflemen and a missile soldier. Gear Upgrades 2–5 add armor, gear, sensors, and weaponry designed in Blender; From a distance the details are reduced to performance. Survival Score: 1,000 per wave, 20% of resources, short time bonus and less 60 per loss.
Zombie waves · From 12 minutes
At minutes 12, 15, 18 and so on, 100 weak zombies of four types arrive: shuffling, running, workers and infected soldiers. They come from several directions and attack the base from close range. A warning appears 30 seconds before the wave, with approximate arrival directions on the map. You can change the size of the wave in the events menu. Infantry, machine guns and flamethrowers are effective against the crowd; The zombies don't hit the planes. Each of your kills grants 2 resources. Wave timing is saved with the game and stopped on pause. If the area is particularly busy, the rest of the wave waits for a free place.
Quick upgrade · U
Select a unit, structure or group and press U (also Shift+U). The upgrade starts without a confirmation window for each available item, in order of selection and remaining resources. Units require a research lab, and go up to equipment level 5. Each level adds 20% to durability, 15% to damage or handling/mining depending on the type of unit, and 5% to speed. The upgrade continues while the unit is running; The loss of the lab delayed him. Military-wide experience and research ranks remain separate. Holding the key does not trigger repeated upgrades.
groups and cancellation
Ctrl + number saves a group, number selects it. Escape cancels a command. Clicking on an item in the queue cancels and refunds the cost.
Enemy base development
The enemy expands the base in economy, production and defense buildings, upgrades buildings up to level 5 and develops research for armor, damage, speed and collection yield. Construction and research consume resources and time, and a lack of electricity slows them down. Destroying the lab stops the research until it is re-established. Build level and upgrade progress appear above visible builds.
Ballistic missiles and interception
Build a research lab and then a launch facility in the infrastructure. Select the facility, click launch missile and select a revealed point on the map. Each launch costs 350 resources; The first preparation lasts 45 seconds and the next 90 seconds. An interception system in the turret category automatically protects at a range of 65. Both systems require electricity. A missile also hits friendly forces in the area.
BATTLEFIELD AUDIO

The sounds of the battlefield

Rhythmic music automatically kicks in while shooting and fades out when the battle calms down. Unit voices remain clearly audible over the music.

The settings are saved in the browser · The battle is paused during the adjustment
TACTICAL PAUSE

The battle is on hold

take a moment The forces are waiting.

Auto save every 15 seconds
MISSION REPORT