GRID WARS — turn-based TRON tactics where the walls kill
GRID WARS
In most war games, units simply trade blows until one side runs out of health. Here it is different: every hex a unit crosses extrudes a light wall behind it, and one clumsy touch against that wall derezzes the program into pixels.

This is GRID WARS, a turn-based tactical game on a hexagonal field in TRON aesthetics. The map can reach 4000 hexes — a genuine manoeuvre space, not a cramped arena.
Who fights whom
Four program types, and each one plays differently:
- Light cycle — pure speed: 6 movement and inertia. Gentle 60° turns are free, hard 120° turns cost an extra move, and U-turns do not exist at all. Spend all movement in a straight line and an overdrive kicks in.
- Tank — an armoured shell that holds the front and forces the enemy to think about flanks.
- Recognizer — turret artillery: slew the turret for a precise shot, and the charge smashes clean through walls.
- Fighter — a flyer over the grid: climb to dodge cycles, and at maximum altitude gain +2 range.
And every one of them needs a plan, not just "run forward".
What makes a match interesting
Rear hits deal 50% more damage. So the cycle has to flank while tanks pin the enemy front to front. The light wall behind each unit is both a weapon and a trap for its owner — cornering an enemy inside its own walls is a perfectly viable way to win. And seizing an enemy core with a light cycle captures all of its units at once, so one daring cavalry dash can flip the whole match.
Beyond skirmish mode there is a campaign against the Master Control Program, a map editor, replays, and hotseat for two players on one device.
Who will enjoy it
Players who miss thoughtful turn-based strategy where positioning matters more than stats, and a match is not a brawl but a planned offensive. The game never rushes you: think as long as you like, the grid is not going anywhere.