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Frontier: a foothold worth returning to

Frontier is a cooperative overhead 2D war game for one to four friends. You land a robot on an alien planet, build a base, then take the planet with tanks, ships, aircraft, rail guns and orbital strikes. You can also play it alone.

Start playing

Open the game, choose Demo account, then Create account with any @frontier.test address. Verify it in your private Demo inbox; no real email is sent. Choose New Game, pick a planet, name the campaign and enter. Place your support core and your robot lands. WASD moves, the mouse aims, B opens Deploy and F1 lists the controls.

To add a second player, open Room and Create invitation code. They choose Play as guest in another browser and paste the code. To return later, use Save and leave room, then Continue.

What good means here

Good means a defeat always leaves a way back, and the way back costs something. Your robot can die, but you can still find a way to fight back. Your ruins, your spending and the sites you conquered all stay.

With permanent death, one bad fight ends a long campaign. With free respawns, nothing you lose matters. Juul (2009) found that players who failed some and then finished a game rated it highest, and that players prefer to feel responsible for failing. The first result only neared significance (p=0.06), so I take it as a reason, not proof. It fits Frontier's warned attacks: a loss should feel like your own mistake.

Frontier is also small on purpose. Sloan (2020) writes that software freed from being "professional and scalable" becomes "a different activity altogether". A room holds four people, a campaign belongs to its host, and a friend needs no account to join. Helldivers 2 gave me the cooperative war, but I left out friendly fire.

What is enforced

These claims are rules in CLAUDE.md, and each has a check:

ClaimCheck
No defeat ends a campaign: with no cores and no money, you still get a core, an HE tank and your robotRecovery
Losses stay: ruins remain and conquest is permanentRuins, conquest
Bulwarks take only explosives and charged magnetic shots, and warn before strikingBulwarks
Friendly weapons never hurt your sideFriendly damage
Two people share one world, and it survives a restartRestart

What is judged

I judged these by playing each stage and correcting it:

This is only my own judgement. I have no recorded test with outside players, and sustained four-player combat on Fly is unmeasured. In a local latency test, changes reached other players in under 0.2 s (median) and 0.55 s at worst, inside its one-second limit.

What I chose not to build

Sources