Turn-Based Artillery · Fully Destructible Terrain

TerraShellFracture

Every shot reshapes the battlefield permanently. No two levels are ever the same — and the whole thing runs without a single network request.

7Weapons
4Defences
8Biomes
6Tanks
0Servers
FIELD FOOTAGE

In-Game Screenshots

Main MenuProcedural pixel-art title scene, rendered entirely in-engine
BattleLive HUD, trajectory guide, destructible heightmap terrain
ArmoryTwo racks — ordnance and defensive systems — beside a 3D datalink
Defensive RackShield cells, mag fields, aegis domes and reactive plates, on a live hologram
Player SetupTwo to six tanks, local multiplayer — humans or AI
How To PlayKeyboard and mouse on a labelled diagram, plus a field briefing on wind, ground and shields
Arm UpPre-match loadout — every player spends their opening credits
Combat HUDTurn banner, draining turn clock and floating damage for every hit
Lava BombPyrogel running along the ground, burning the terrain down as it spreads
SettingsFour tabs — audio, video, game and accessibility — each option explained in place
AccessibilityReduced motion, a colourblind-safe player set and a one-tap reset
PauseResume, bail to the menu or quit — without losing the round
Match DebriefRounds, shots, accuracy, damage, kills and best hit, then your rank
High ScoresLocal table and rivals — share codes typed in on an on-screen keypad
CreditsA shell arcs across the starfield as the roll climbs
Sign-OffThe roll coasts to a stop and light beams sweep in from the vanishing point
MECHANICS

Battlefield Systems

Destructible Terrain

Every explosion carves a physically accurate crater into the heightmap along the true bottom arc of the blast — a permanent scar, not a decal. Midpoint displacement builds a new landscape every round, and a landing-pad pass guarantees two flat footholds always exist, so no shape ever produces an impossible shot.

640×360
Resolution
60 Hz
Fixed step
2,048
Particles

Layered Explosions

2,048-particle pool driving 6 blending layers per hit — white flash, inner pulse, a double-layered shockwave ring, physics debris, rising embers and smoke — sized per weapon so a Baby Missile and a Nuke never look alike. Blasts run wide and slow enough to watch, over a seven-layer detonation synthesised on the spot: the rip, the punch, shrapnel scattered across the stereo field and two delayed echoes coming back off the terrain. Every blast also leaves a persistent scorch decal on the ground, and the chunks it throws come to rest as rubble that stays planted on the surface — even after a later shell reshapes the hill beneath it.

Synth + MOD Audio

Cannon shots and explosions are synthesised in real time — square-wave sweeps and filtered noise, no .wav files anywhere. Menu and battle each run a MOD tracker soundtrack through libxmp, mixed live into the audio stream.

Storms & Lightning

Overcast, fog, rain, red-sky, moonless night and full thunderstorms — clouds drift with the wind, rain slants with it, and a storm bolt hits like a shell: it breaks a shield outright, and an unshielded tank goes up with the full death sequence.

Tanks That Show Damage

Wheels spin, suspension flexes and the antenna sways as you drive the barrel. Below 60% HP the hull picks up dents and soot; below 30% it leaks smoke and sparks. Livery pattern varies by player slot, so shared colours never look like reskins.

Shop & Economy

Start every match with 5,000 credits and earn 300 more per confirmed hit. The armory has two racks — ordnance on the left, defensive systems on the right — with a rotating 3D model and a dossier typed onto a CRT for whatever you have selected. No penalty for a clean miss.

Shields & Defence Rack

The energy dome is a 72-point arc clipped to the ground, shifting cyan → orange → red as it degrades. Shield cells raise its 40 HP up to 200; an aegis dome widens it and bleeds 20% off every hit; a mag field throws incoming shells back out before they land; reactive plates detonate outward and cancel a hit whole. Whichever system you engage takes the next hit first.

Bots That Range In

Enemy tanks walk their fire onto you. Each bot watches where its own shell landed and corrects the next shot from the miss — the artillery bracket — so a ridge or a cliff between you buys a turn or two, not the whole match. They also visit the armory: shield cells and reactive plates first, then ordnance that escalates with the level, up to a nuke deep into a run. Low skill barely learns and never touches the heavy stuff; high skill brackets in fast and saves the expensive shell for once it has your range.

Turn Clock & Combat Read

Switch on a 15, 30 or 60 second turn clock and the shot leaves the barrel when it runs out, aimed however you left it — a drain bar under the HUD and a countdown that only appears in the last ten seconds. Every hit now writes what it actually cost: hull damage in red, shield in blue, a cancelled hit on a reactive plate in amber. A callsign banner sweeps in on your turn and on every elimination, so a six-tank squad never leaves you hunting for whose move it is.

Ground That Catches Fire

The Lava Bomb is the only shell whose impact is the least of it. The drum splits and pyrogel runs along the surface, taking a column of ground at a time out to 78 px on each side — up slopes, down into gullies, following whatever the heightmap does. Anything standing in the front burns for as long as it stays there, the fire eats the terrain down as it passes, and what it leaves behind is embers still glowing in the soil long after the flames have gone. A shot that falls short can still finish the job.

Stop Mid-Run, Pick It Up Later

Pause and save between shots and the run waits for you: the level, the round, whose turn it is, every crater already carved into the terrain and every shell and defence system still in each tank. CONTINUE appears on the main menu when there is something to come back to. The save is a continuation point, not a rewind — loading it consumes it, so a run you walk away from is still a run you can lose.

Settings That Explain Themselves

Four tabs — audio, video, game and accessibility — with the selected option explained in a line at the foot of the panel, so you never have to start a match to find out what a switch does. Master, music and effect levels; CRT scanlines, a soft backdrop and four steps of screen shake; turn clock and aim-guide modes. Accessibility carries reduced motion, which stills the shake, the full-screen flashes and every drifting background layer, and a colourblind-safe player set with no red-green pair in it.

PROCEDURAL BATTLEFIELDS

No Two Battles Alike

9Shapes
×
8Biomes
×
4Palettes
=
32Looks
Rolling
Classic hills — the original midpoint-displacement look
Plateau
Flat mesas at different heights, joined by sheer walls
Canyon
A deep gorge cut through the middle, high rims either side
Twin Peaks
Two raised summits with a valley dropped between them
Dunes
Smooth superposed sine waves — soft, rolling sand
Spires
Low ground punctuated by a handful of narrow tall needles
Cratered
Rolling ground pre-pocked with bowl craters
Cliff
Strong asymmetry — one side towers, the other lies flat
Islands
Flat mesas separated by chasms with no floor at all

9 SKY ARCHETYPES — PICKED BY BIOME, LAYERED WITH PARALLAX & ATMOSPHERE

Clear Day
Bicolor Sunset
Night Stars
Aurora
Toxic Haze
Mars Dust
Ash Storm
Overcast Steel
Apocalypse

Every level seeds sky, sun/moon, three parallax layers, biome ground props and an animated atmosphere pass from the same random seed as the terrain — so the scene always agrees with itself, and the silhouette, palette and weather change on every single level. The horizon can be a lit night-time skyline with windows switching on and off and roof beacons blinking out of phase, a dead forest of burnt trunks, or a burning apocalypse sky raining meteors behind the parallax over the volcanic and rock biomes.

FIFTEEN BATTLEFIELDS

One Shell, Every Battlefield

The same missile, the same moment after impact, across every biome and every sky the generator can deal you. Terrain shape, palette, horizon and weather all hang off one seed, so no two rounds are fought on the same ground.

EIGHT BIOMES — EACH WITH ITS OWN BLAST PHYSICS

TerraShell Fracture — Soil battlefield
SoilSOILThe baseline dirt every other terrain is measured against
TerraShell Fracture — Sand battlefield
SandSANDLoose dunes — the widest craters, debris thrown furthest
TerraShell Fracture — Rock battlefield
RockROCKGranite that barely gives — tight, shallow craters
TerraShell Fracture — Clay battlefield
ClayCLAYHeavy wet ground, a slow and reluctant collapse
TerraShell Fracture — Snow battlefield
SnowSNOWSoft drifts that slide a long way once something breaks
TerraShell Fracture — Volcanic battlefield
VolcanicLAVACinder cones under a burning sky, debris comes off glowing
TerraShell Fracture — Crystal battlefield
CrystalCRYSTALThe hardest ground in the game, twin moons overhead
TerraShell Fracture — Jungle battlefield
JungleJUNGLERoot-bound soil under a dead treeline

SEVEN SKIES — WEATHER, HORIZON AND LIGHT

TerraShell Fracture — Thunderstorm battlefield
ThunderstormSTORMBolts strike the field — a hit breaks a shield outright
TerraShell Fracture — Rain battlefield
RainRAINDownpour slanted by the same wind that bends your shot
TerraShell Fracture — City Skyline battlefield
City SkylineNIGHT STARSA lit downtown on the horizon, windows switching on and off
TerraShell Fracture — Fog battlefield
FogFOGLow grey haze that swallows the far parallax layers
TerraShell Fracture — Red Sky battlefield
Red SkyRED SKYAmber glow over the volcanic ridges
TerraShell Fracture — Moonless Night battlefield
Moonless NightNIGHTStarfield, a ringed planet, and very little else to see by
TerraShell Fracture — Overcast battlefield
OvercastOVERCASTHeavy cloud over ruins — the game’s default gloom
TerraShell Fracture — Snowfall battlefield
SnowfallSNOWFlakes in three depths — the nearest drift past in front of the tanks
ORDNANCE

Arsenal

All 8 weapons, real numbers — select one to inspect

In game each one is built as a live wireframe — the MIRV bus separates its warheads, the cluster canister spills its bomblets — beside a dossier typed onto a green phosphor CRT

Baby Missile

FREE · UNLIMITED
DAMAGE
20 hp
BLAST
10px

The backbone of every strategy — free and unlimited. Master the arc before spending a single credit.

DEFENSE

Defensive Systems

The armory's other rack — four ways to still be there next turn

Shield Cell

500 CR · +40 SHIELD

Raises the energy dome’s capacity and tops it back up. Stacks to 200 HP of shield.

Mag Field

900 CR · DEFLECT ×1

Coil lanes orbiting the hull. A shell that enters the bubble is thrown straight back out — one charge per deflection, three lanes maximum.

Aegis Dome

1,200 CR · −20% DAMAGE

A wider, faceted shell over the shield. Bleeds 20% off everything that gets through, per tier, up to three tiers.

React Armor

800 CR · EATS 1 HIT

Plates bolted to the flanks. Each one detonates outward and cancels a hit whole — damage, shield drain and all.

TERRAIN PHYSICS

8 Biomes, 8 Rulesets

Blast radius, debris scatter, collapse speed and particle density are all per-biome constants — the same Nuke digs a very different hole in Crystal than it does in Sand.

BIOMEHUD LABELBLAST RADIUS ×BEHAVIOUR
CrystalCRYSTAL
0.55×
The hardest terrain in the game — but shatters into sharp, far-flung shards
RockROCK
0.65×
Resistant granite — small, tight craters, heavy chunks that don’t travel
VolcanicLAVA
0.75×
Semi-hard lava rock — debris comes off glowing
ClayCLAY
0.85×
Wet and sticky — medium craters, a slow, reluctant collapse
JungleJUNGLE
0.90×
Dense soil bound by roots — a normal crater, lush falling debris
SoilGRASS
1.00×
Baseline — the reference terrain every multiplier is measured against
SnowSNOW
1.10×
Softest terrain — triggers the longest-travelling avalanche slides
SandSAND
1.35×
Loosest ground in the game — huge craters, debris scatters far and wide
NO SERVERS · NO ACCOUNTS · NO TELEMETRY

It Runs. That's All It Does.

No login screen, no EULA to click through, no background process checking in with anyone. Compile it once and it will run exactly the same in ten years, on a machine with no internet connection at all — a small argument for both privacy and preservation.

No servers

There is no networking code anywhere in the codebase — no sockets, no HTTP client, nothing to reach out to. The one outward link is the SHARE button on the main menu, which hands a URL to your browser and nothing else.

No accounts, no telemetry

Nothing is measured, logged remotely, or phoned home. What happens on your machine stays on your machine.

Self-contained binary

Every library it needs is linked statically and every image asset is embedded in the executable — the game runs from a single file, no install directory to keep intact.

Audio with no audio files

Cannon fire and explosions are synthesised sample-by-sample at run time. The soundtrack is the only audio data on disk — everything else is generated math.

SNEAKERNET LEADERBOARDS

Share Codes

A local high-score table you can still compare with a friend — without either of you ever going online.

EXAMPLE — ONE ENTRY, ONE CODE
TSF1-6MRW-0000-005W-AM26-J0T9-XC0B-5N
Name, score, level, accuracy, kills, difficulty and a tamper-detecting checksum, packed losslessly into 26 symbols — the checksum alone rejects 99.3% of mistyped or corrupted codes before they can pollute your table.

1 · Play

Every match tracks your level reached, accuracy, kills and difficulty into a local top-20 board — no account, no setup.

2 · Read it out

Any entry on your board resolves to a short text code — 26 Crockford Base32 symbols chosen to be unambiguous when read aloud or dictated over the phone.

3 · Type it in

Your friend enters the code into their own copy of the game. Your score lands in their table tagged RIVAL, forever, with zero servers in between.

BRIEFING

Rules of Engagement

Three complete, independent input schemes — keyboard, mouse-drag aiming, and full touch.

01 · Aim
02 · Power
03 · Fire
04 · Boom
05 · Shop
Keyboard controls
← →Adjust barrel angle
↑ ↓Adjust shot power
SpaceFire
TabCycle weapon
DCycle the engaged defence system
SShare the game (main menu)
EnterConfirm / buy in shop
EscPause / close shop — the pause menu is where you save and exit
SPECIFICATIONS

Under the Hood

terrashell-fracture — tech-specs.sh
  "language":
"C++",// smart pointers · RAII · constexpr
  "engine":
"custom",// windowing · accelerated renderer · streaming audio
  "resolution":
"640x360 logical",// integer scale, pixel-perfect on any display
  "timestep":
"60hz fixed",// accumulator + 250ms guard, deterministic physics
  "audio":
"synth + MOD",// square/noise SFX generated live, libxmp tracker music
  "terrain":
"9 shapes x 8 biomes",// midpoint displacement, deformed by every shot
  "particles":
"2048 pool",// 6 blended explosion layers, zero per-frame alloc
  "sky":
"9 archetypes",// gradient + celestial body + 3-layer parallax, meteors over dead biomes
  "weather":
"6 conditions",// overcast, fog, rain, red sky, storm, moonless night
  "shields":
"72-point arc",// terrain-clipped, 40hp base, up to 200 with cells
  "defences":
"4 systems",// shield cell, mag field, aegis dome, reactive armor
  "multiplayer":
"2 to 6 tanks",// local only — keyboard, mouse and touch, no netcode
  "platforms":
"5 targets",// windows, macos, linux, ios, android — one CMake tree
$
OFFICIAL BUILDS

Download TerraShell Fracture

Windows comes from the Microsoft Store and iPhone, iPad and Mac from the App Store, on one listing — a single purchase covers all three. Linux and Android install straight from here. Everything runs fully offline once it's on your machine, exactly like the rest of the game.

Windows
Windows 10/11 · 64-bit · signed by Microsoft
Out now on the Microsoft Store. Microsoft signs the package and keeps it updated, so it installs in one click with no SmartScreen warning to click past — which is exactly why this is the only Windows route the page offers.
On saleGET IT
macOS
macOS 11+ · Apple Silicon & Intel
Out now on the Mac App Store, universal for Apple Silicon and Intel. It shares a listing with the iPhone build, so a single purchase covers both.
On saleGET IT
iOS
iPhone & iPad · iOS 15+
Out now on the App Store for iPhone and iPad. A downloadable build isn’t something Apple allows a website to hand out — iOS installs through the App Store or TestFlight and nowhere else. One purchase covers the Mac version too.
On saleGET IT
Android
Android 7.0+ · arm64 & armv7
Signed APK, straight from this page — Android allows it where iOS does not. You will need to let your browser or file manager install from an unknown source the first time. The Google Play listing is on its way.
Coming soon · Google Play
46 MB.APK
Linux
Debian/Ubuntu · x86-64 · .deb package
Install with "sudo apt install ./TerraShellFracture-Linux-amd64.deb". It drops the game in /opt, puts a terrashell-fracture launcher on PATH and adds a desktop entry. Built against Debian 12, so it also runs on newer Ubuntu and derivatives.
33 MB.DEB
Linux (portable)
Any distro · x86-64 · unpack and run
For distros that don’t use .deb: unpack anywhere and run ./TerraShellFracture from inside the folder — it reads its music from the assets/ directory next to the binary.
41 MB.TAR.GZ
The source lives in a private repository, so there's no public code to browse or clone right now — what's here are the compiled binaries themselves, free to download and keep.
Having trouble opening a downloaded build? See the platform notes above.
PASS IT ON

Artillery is better with a rival

Send the link — they play on the same couch, or beat your score and send back a share code

The game has the same button: SHARE in the top-right corner of the main menu