TerraShell Fracture is old-school turn-based artillery: two to six tanks spread across a battlefield that genuinely comes apart. Every explosion digs a permanent crater along the true bottom arc of the blast; the debris it throws falls, rolls and settles on the ground. A rock ridge takes what sand cannot, and a match that starts in a canyon ends on an open field full of holes.
NO TWO BATTLEFIELDS ALIKE
Nine terrain silhouettes, eight biomes and four palettes each: rolling hills, plateaus, canyons, spires, islands and cliffs, in soil, sand, rock, clay, snow, lava, crystal and jungle. Every level is generated as it starts, and the weather comes with it — overcast, fog, rain, red sky, moonless night or a thunderstorm whose bolts land as hard as a shell.
SEVEN WARHEADS, FOUR DEFENCE SYSTEMS
From the free unlimited missile to the nuke that rewrites the map, by way of the MIRV that splits into five warheads at the top of its arc, the cluster that sprays shrapnel and the penetrator that burrows before it goes off. And in the other half of the armoury, what keeps you alive for one more turn: cells that widen the shield, a mag field that throws the incoming shell back out, a dome that bleeds off damage, and reactive plates that swallow a hit whole.
EVERYONE ON ONE SCREEN
Two to six tanks, human or AI in any mix, taking turns on the same device. No lobbies, no invites, nobody to wait for: you pass the phone and play.
BUILT FOR THUMBS
Pull back from your own tank like a slingshot and let go to fire, or set angle and power separately with the two halves of the screen. A big fire button, and the weapon and defence selectors always within reach.
SCOREBOARDS THAT TRAVEL WITHOUT INTERNET
Every run lands in your local table. Any entry turns into a short text code you can read out over the phone or send in a message: type a friend's into your copy and their score sits in your table, tagged as a rival. Zero servers in between.
OFFLINE, NO ACCOUNTS, NO ADS
No sign-up, no in-app purchases, no advertising, and not one piece of data collected. The game never makes a single network request: it works the same on a plane, on the underground, or ten years from now.
MADE BY HAND
C++20 and SDL3, a 640x360 logical resolution scaled by whole pixels, physics locked to 60 Hz and six-layer explosions over a 2,048-particle pool. Cannon fire and detonations are synthesised in real time: there is not a single sound-effect file in the game, and the music is tracker modules.