Nebulite Wars
Command your Hive, mine resources, build an army, and crush the enemy in a hands-on 3D RTS campaign. Balance economic growth against military pressure and strike before the rival Hive overwhelms yours.
Overview
Nebulite Wars is a real-time strategy game played in 3D against a computer opponent. You start with a single Hive and one objective: destroy the enemy Hive before they destroy yours.
Everything else follows from an economy. Miners walk out to quarries, dig, and carry the ore back. That ore buys units. Those units defend the miners and eventually push across the map. Starve the economy and you have no army; ignore the army and you lose the miners.
The map is covered by fog of war, so you only see what your units can see. Scouting is part of the game — an enemy push can arrive from ground you have not looked at in two minutes.
Two resources, two roles
Quarries yield Nebulite and Kryptonite, and the split is not cosmetic — each one buys a different half of your game.
- Nebulite pays for your economy and your ranged force: Miners and Spitters.
- Kryptonite pays for heavy hitters and movement: Giants, Barges and Elevators.
So a Nebulite-only economy gives you a wide, fragile army with no punch, and no way off your own landmass. If a map has Kryptonite, taking it is not optional.
Your units
Five units, each with a clear job:
- Miner — 50 Nebulite. Fragile, unarmed in practice, carries 25 ore a trip. Your entire economy.
- Spitter — 80 Nebulite. Ranged, firing bolts from well outside melee reach. Cheap, quick to build, and dies fast if caught.
- Giant — 120 Kryptonite. 340 health and 22 damage a hit, but it has to close the distance. Slow to build and worth protecting.
- Barge — 100 Kryptonite. An amphibious transport that crosses open sea carrying six units. It cannot be destroyed.
- Elevator — 80 Kryptonite. Built at an abandoned tower, it lifts units between terraces. Also indestructible, and shared once built — the enemy can use yours.
The Spitter and Giant are the whole combat model in miniature: one out-ranges, one out-muscles. A wall of Spitters shreds Giants at distance and folds the moment one reaches them.
The campaign
Four missions, each unlocking the next, and each built around one idea:
- Training: First Contact — mining, building and combat against a passive enemy. Clear it to open the campaign.
- Desert Skirmish — a straight head-to-head across open dunes. No terrain tricks, just economy against economy.
- Island Wars — scattered islands in open sea. Nothing crosses without Barges, so your miners and your army both depend on transport.
- Hill Assault — a terraced hillside where the richest ore sits at the top. Build Elevators at the abandoned towers to lift units between floors.
The progression is deliberate: each map makes a unit that was optional on the last map compulsory on this one.
Controls
- The build panel on the right queues units. Anything you cannot currently afford stays locked, so the panel doubles as a read on your economy.
- IDLE jumps straight to any miner standing around with no work — the single most useful button in the game.
- ALL ARMY gathers every fighter at once.
- Long-press and drag to box-select a group, then tap to send them.
- When your Hive takes damage the screen shakes and the device buzzes, so you know you are under attack without watching the base.
Strategy
- Check IDLE constantly. A miner standing still is your economy stopped. This is the difference between a comfortable game and a losing one.
- Do not over-build miners. Ore you cannot defend belongs to whoever attacks you.
- Mix Spitters and Giants. Spitters alone evaporate when something reaches them; Giants alone get whittled down on the approach. Giants absorb the hits while Spitters do the damage from behind.
- Keep a garrison home. Losing the Hive ends the game no matter what your army is doing elsewhere.
- Remember Elevators are shared. Building one solves your access problem and the enemy’s at the same time. Build it when you are ready to use it.
- Take Kryptonite early on maps that have it. Without it there are no Giants, no Barges and no Elevators — and on two of the four maps that means no way forward at all.
- Scout. Fog of war hides the build-up, not the attack. By the time you see the army, it has arrived.
If you liked Nebulite Wars
Block Bastion is the other campaign game here — defend a core through escalating waves rather than building an economy, with levels that unlock as you clear them.
For turn-based strategy instead of real-time, General’s Gambit puts an army on a chessboard and lets the dice decide the fights, and Commander’s Ludo runs chess movement through a Ludo board.
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