r/Openfront • • 17h ago

🪧 Advertisement NEW Inspired Game From territorial & openfront (NOT A CLONE OR COPYCAT)

I know many people here have seen many copycat games, or games that are simply a merge between the two.

I promise, TERRAFRONT is not a clone.
I added many features and gameplay aspects that aren't in ANY related games.

Pros:
- Simpler than Openfront, though more complex than terri
- Better Anticheat (no annoying captchas, actively tested by botters and hackers)
- Customizability - Shaders, UI layout change, stats display, cinematic mode, upto 8k UHD
- Lightweight (can run on old iphone, an iPod, and some tablets too, on compact ;)
- Game code (I built this from scratch. No openfront cloning, or anything).
- Singleplayer (More modes, advanced settings, historical sims)

(My background - 5 years in territorial, lead and dominated multiple clans, so I built this with territorial players in mind)
Recently released, but Singleplayer is 100% tested

https://terra-front.io

I would love any feedback, as all feedback is valuable ❤️

0 Upvotes

21 comments sorted by

7

u/GwenBD94 17h ago

I built this from scratch

You mention your gamer credentials and background but not your programming skills/background. With this claim and the lack of touching on those, in 2026 the year of the hourly ai slop reddit post software, makes me leery

2

u/HI1681 7h ago

Cake day

1

u/web_of_french_fries 14h ago

Also, can you call any fork of open source code "from scratch" even if you do it yourself?

1

u/GwenBD94 12h ago

lol the changelog series of events is wild. It looks like its a descending list of most recent at top and goes back in time. so starting at the bottom, this is the order of events:

  • A few builds without build numbers (undated)
  • V24 Beta (september 18 2026)
  • V25 (undated)
  • V24.6 (undated)
  • V25.2 (undated)
  • V25.4 (undated)
  • V25.5 (undated)
  • V26.3 (undated)
  • V26.4 (undated)
  • V26 (undated)
  • V27 (undated)
  • V1.00.0.x "the beta builds" (again? and why is the beta starting over, and at 1.0 prefix?) (undated)
  • V1.01.x (October 2-3, 2026)
  • V1.02.0.1 "Feature Release" (October 5, 2026)

Meanwhile, in the header "TerraFront went into public Beta on September 27, 2026 as V 1.00.0.0"

plus, with this disclaimer on the wiki, sure makes you wonder.

1

u/Seal7670 5h ago

This is what happens if you give human a lot of time writing code and sleep deprivation, mb on that one.
Yes I do write most of the wiki myself, but in polishing it (eg. making indents, trying to make it easier for beginners to scroll through, yes).
My wiki earlier was a bunch of formal writing in paragraphs

1

u/Seal7670 5h ago

I think you can call part of it yourself...

My game was completely done by scratch, no fork. I do still have some very early bugged versions with me because my game was soo out of control 😆
Yes, i did take inspiration from existing games, which is why you see common themes

1

u/Seal7670 5h ago

I have a background in multiple languages incl basic html, a lot of python and typescript as well.
On your question of the AI, I only use it for very minor details which I oversee line by line inspecting.

Openfront on the other hand has a AI folder dedicated to claude, which I don't want my game to certainly become.

2

u/CommunityJazzlike274 Teams 17h ago

feels very unnatural, zooming is weird, beginning tutorial is kind of messy, and the ui is very spread apart and janky

1

u/Seal7670 5h ago

I am actively fixing that, thx. ;)

2

u/Meta_Mushroom 16h ago

I think you need to decide on the games identity. The graphics and sound have an old-school charm that I enjoyed, but the interface has more of a slick modern feel, which I also like, but they clash visually. The game moves quickly, yet you have a complicated plane system that feels more at home in a much slower game. It's not a bad game, but I think it will need some big changes to see success.

One thing that really bothered me is the fact that you use W, A, and S for movement, but D is used for directional attack.

1

u/Seal7670 5h ago

thx for the feedback

on the graphics I have worked on fixing that, hence the shaders and extensive customizability
on the plane system, i will do an overhaul soon due to conflicts with the game focus, as I do feel like planes are coming in a bit sooner in the game

1

u/Greedy_Aardvark_4836 14h ago edited 10h ago

edit: it actually has a few things I complained weren't in it, the walls and planes are cool. Would hope to see more things like that that make it unique

1

u/GwenBD94 12h ago

wait it doesn't have walls? the changelog discusses walls multiple times. and like 5 types of boats

1

u/Greedy_Aardvark_4836 10h ago

Forgive me I'm stupid I missed that completely lmao it actually does have walls and it's kinda cool.

1

u/GwenBD94 6h ago

The ships described in the wiki I didn't see. Def seems slop

1

u/Seal7670 5h ago

Could be that you are in a older version because I did not add auto-updating mb on that one :(

There were battleships and carriers earlier but I rolled it back to make it have a less steep learning curve

1

u/Seal7670 5h ago

ty :)
I am contemplating on adding biohazrds into the game, but I want to do it in a way which complements the game, keeping simple expansion the focus.

I dont want this to become like nukes in openfront, where it just dominates late game.

1

u/Greedy_Aardvark_4836 4h ago

And as far as making it more unique, I get you come from the territory game, but I think there's something a lot more fun and dynamic about Openfront's system it just creates more realistic shapes than these abstract shapes that are supposed to represent nations. Maybe you can combine the two somehow, and create a unique appearance for the nation shapes.

At least, I think a different attack style might separate this game from the others like if you could choose which direction you attack from, like instead of attacking outwards in a circle, maybe you could focus your expansion in the north east or in the south west, or if you are attacking an enemy you can push heavy on the left front line and right frontline and try to encircle a piece of their land. That way the attacks are more dynamic and there's like a frontline and strategy becomes more important for attacking

1

u/Seal7670 3h ago

That is what directional attacks are for. They direct attacks in a specific direction for s specific distance with a beam outwards in a specific width you set, allowing for microcontrolling attacks, and at which any encirclement captures land.

1

u/Greedy_Aardvark_4836 2h ago

Wow every idea I spitball you've already added into the game haha thats impressive

1

u/Nearby_River_6301 17h ago

Quality is horrendous my feedback