One ruined coastal city, three forces, and a line nobody agrees on. Build a base, raise an army and take the city block by block, while every building you level and every civilian caught in it goes on your record.
Build. Hold. Break through.
Power, barracks, depot.
Lay down a base, send trucks for salvage and capture the control points that pay for everything after it. A strong economy opening decides more matches than any single fight.
Garrison the rooftops.
Put infantry in buildings, bunkers on the approaches and medics behind them. Scout what the other side is building, then build the answer.
Bring the block down.
Armor, artillery and helicopters open the way. Walls come apart where they are hit, and a building that loses too much of itself falls into the street.
Real gameplay.






Asymmetric by design. Balanced by the map.
Each force has its own units, structures and three special abilities. Maps are mirrored, so both bases get identical terrain and the difference is how you play your side.



Nothing here is scenery.
Campaign, skirmish and online.

Two districts at launch.


Map paintings are illustrations, not in-game footage.
Between the lines.



A fictional city, a real kind of war.
Ceasefire Line takes place in an invented city with invented place names. It is a strategy game about urban warfare and what it costs the people who live there. No side is the hero, civilians are never valid targets, and the game keeps count.
Every block counts.
Developed and published by Revenant Machine. Coming to Steam for Windows on February 3, 2027, at US$19.99.
