TASK // KILL THEM ALL.
You are not a soldier. You are not a general. You are the operator — one human at the console of a robotic army, routing 13 branches of unmanned forces through kill chains where every link matters and no branch wins alone.
THE KILL CHAIN IS THE GAME
A satellite pass births a contact. Artillery suppresses it. A fiber-optic FPV slips under the jamming dome and finishes the job. Assault UGVs take the ground, a logistics mule hauls shells under fire, a tethered relay keeps the whole web breathing. Recon wings, interceptors, mortars, C-RAM, EW dome, minesweeper, heavy bomber — thirteen branches, one operator. And orders only travel where a link physically exists: radio horizon, jamming and terrain are not scenery — they are the network.
EVERY SCREEN TELLS ITS OWN SENSOR'S TRUTH
There is no all-seeing eye. The map draws knowledge, not reality: optics claim a silhouette, thermal claims a signature, direction-finding claims only a bearing. Contacts age and go stale. Fire at old coordinates and the teletype answers: COORDINATES EXPIRED. Switch your radar on and it sees everything — and everything sees it. Emission is a decision.
EIGHT CHANNELS. THIRTEEN BRANCHES.
Every strike waits for your confirmation. The first operation asks for 8 decisions; the last demands 250+ — physically beyond any human. When the queue outgrows your finger, OKTAVA offers a way out — in the same queue, confirmed by the same Space bar: packet confirmations, then permanent auto-classes, then… Every step of the ladder is irreversible. Autonomy doesn't shoot straighter than you. It simply doesn't wait for permission.
AN ENEMY THAT READS YOU
The campaign profiles how you fight — how chatty your radar is, how slow your confirmations are, how much you lean on the satellite — and the enemy operator builds counter-rules against exactly that. Losses carry over between operations. The war log records every decision, including the ones you'd rather forget. The game never judges. It only logs. The verdict is postponed until the credits.
THE ENDLESS SIMULATOR
Defend the command post against escalating waves. Seeded proving grounds, deterministic bit-exact replays on every OS, records per tempo. Same seed, same war — compare honestly.
AN INSTRUMENT, NOT A PICTURE
Pure vector graphics in the lineage of cold-war scopes: phosphor, edges, noise codecs. Every sound is synthesized live — there is not a single audio file in the game. The keyboard is the console: left hand for verbs, right hand for direction, Space to CONFIRM. And in the terminal phase you can take the FPV stick yourself and fly it in.
- 13 branches of unmanned forces bound by real kill-chain dependencies
- Sensor-truth recon: the map shows what was seen, when, and by which sensor — never ground truth
- Communications as geography: radio horizon, relays, jamming, blackouts, fiber optics
- An irreversible delegation ladder — the mechanic is the story
- An adaptive enemy operator countering your personal style
- A campaign (7 operations + playable epilogue) with persistent losses, plus an endless defense simulator
- Deterministic sim: seeded runs and bit-exact replays
- Vector rendering and fully procedural audio
The task fits in one line: KILL THEM ALL.
The campaign is about who — or what — ends up executing it.
The fourth game of the COMMUTATOR series. No prior knowledge required.