Faultline

Artillery · living ground · chains

Marten100
ROUND 1 / 12
CALM
The Pells100
IDA
Arrows aim · A/D drive · Q/E or 1-0 weapon · Space fire · F dig · C zoom · P pause
ANGLE50°
POWER62
Shell
FUEL 60

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SAVED
SURVEYING THE GROUND

About Faultline

Faultline is a free 3D artillery game that you play in the browser, on desktop, tablet or phone. Two tanks face each other across a cut-away slab of land, so you see the ground in cross-section: rock, a soil cap, sand dunes, lakes in rock basins and seams of oil buried under the soil. You take turns. Each turn you can drive a little, pick a weapon, set the barrel's angle and the power, read the wind and fire.

It belongs to the family of turn-based artillery games that runs from the early mainframe tank duels through Scorched Earth and the Worms series, and it keeps that family's rules: angle, power, wind and a destructible landscape. If you want the classic flat version first, our 2D Barrage is the same duel on a drawn landscape. What Faultline adds is ground that is alive, a weapon draft before every battle, and a campaign that carries across sittings.

The Living Ground

The arena is a grid of half-metre cells, and every cell is one of thirteen materials besides air: bedrock, rock, soil, loose soil, sand, snow, ice, water, oil, burning oil, mud, magma and glass. Each has its own behaviour.

That makes the ground a weapon. A Heavy Shell that opens the oil seam beside the enemy, followed by a Flare or a Spark, sets the oil burning against its hull, and when the oil burns out the soil above it falls in. Every cell a shot changes remembers which shot changed it, so the reactions are credited to that shot and the CHAIN readout shows them as they happen: MELT, FREEZE, FLOOD, IGNITE, BURN-OUT, COLLAPSE, BURY, STEAM, PETRIFY, GLASS, SHATTER and MUD.

Game Modes

How to Play Faultline

Before each battle you draft ten one-shot weapons from a Supply Drop of up to 16 cards drawn from the weapons you have unlocked (20 with the Quartermaster part), and early on, when you own few weapons, you simply take them all. The Shell is always with you and never runs out.

Keyboard

Touch screens

The Weapons

There are 30 weapons in all: the Shell, 10 blast weapons, 16 material weapons and 3 utilities. You start the campaign with the Shell, Heavy Shell and Triple, and win the rest in particular battles.

Blast weapons

Material weapons

Utilities

The plain Shell does 18 damage with a small crater and is unlimited.

Tips

Frequently Asked Questions

How do angle, power and wind work in Faultline?
The barrel turns from 0 degrees (pointing right) to 180 degrees (pointing left), and power runs from 0 to 100. A shell leaves the muzzle at 0.42 metres a second per point of power, so full power is 42 metres a second, and gravity pulls at 16.8 metres a second squared. Wind pushes every shell sideways by 0.35 metres a second squared per point of wind. The wind changes by up to 4 points each turn and never goes beyond 10 either way; the HUD shows its direction as an arrow and its strength as a number.
What does the living ground do?
The arena is a grid of half-metre cells, and every cell is a material with its own rules. Sand and loose soil fall and pile up, soil holds while something supports it and crumbles when undercut, water and oil flow and level out, and oil floats on water. Heat spreads from cell to cell: a Flare melts ice and snow and lights oil, burning oil spreads to oil it touches and burns out after four seconds, water next to soil turns it to mud, and Frost turns water to ice.
What is a chain and how does the CHAIN readout work?
Every cell a shot changes remembers that shot, so the reactions it sets off are credited to it. Each new kind of reaction is a link: MELT, FREEZE, FLOOD, IGNITE, BURN-OUT, COLLAPSE, BURY, STEAM, PETRIFY, GLASS, SHATTER and MUD. The readout shows the shot's chain as it grows, for example CHAIN x2: IGNITE then BURN-OUT. Links add to your battle score, and a win with a chain of three or more links earns three stars.
How does the Faultline campaign work?
The campaign has six regions of five battles each, 30 in all, and every fifth battle is a boss duel against that region's crew. Before each battle you draft ten one-shot weapons from a Supply Drop, using the weapons you have unlocked. Winning a battle can unlock a weapon, earns salvage, and the first win in a battle pays the most. Salvage buys workshop parts in the camp: Armor, Fuel Tank, Treads, Rangefinder, Heat Tiles and the Quartermaster, and each part shows on your tank's hull. A battle also awards up to three stars, for winning, for winning with at least half your armor left, and for winning with a chain of three or more links.
What is the daily arena?
The daily arena is one fixed arena per UTC day, and the region rotates through the six. Everyone drafts ten weapons from a Supply Drop of 16 cards drawn from the full weapon pool, and fights a Veteran crew with a tank that has none of your workshop upgrades, so the board is fair. You can retry as often as you like. Your best score of the day goes to the Daily arena leaderboard, and a new arena opens at 00:00 UTC.
Can two people play Faultline on one device?
Yes. Hot seat puts two players on one device, taking turns. You set both names, the arena, a seed, the number of rounds, how many weapons each player drafts, the weapon pool, 100 or 150 HP and wind on or off. The two players then draft in a snake order, and between turns a card asks the next player to take the controls, so neither sees the other aim. Hot seat never submits a score to a leaderboard.
Does Faultline save a battle in progress?
Yes. The battle is saved in your browser at the start of every turn: the whole ground, both tanks, the weapons left, the wind and the round. Continue on the title screen resumes at the start of the turn you were playing, with the ground exactly as it was. Clearing your browser's site data erases the save.
How do I stop sand or mud from trapping my tank?
Press F, or the DIG button on a touch screen, to dig out sand, snow, soil or mud piled on your tank; it costs 4 fuel a cell. Jump Jets also lift a tank out with no fuel cost. Mud costs triple fuel to drive on and a tank that stands still on it can sink a cell, up to four times a battle, so park on firmer ground. The Treads part in the camp makes sand, snow and mud cheaper to cross.