Fire Mission Grid
FIRE MISSION GRID : Retro Artillery Command is a turn-based artillery deduction game with a retro CRT terminal aesthetic.
Command a battlegroup of 5 unit types — 60mm Mortar, 81mm Mortar, 105mm Howitzer, 155mm Howitzer, and SAP — each with unique blast patterns and cooldowns.
Place your units on a 15×15 grid, then hunt hidden enemy batteries by firing shells and reading the hits/misses. Red crosses mark confirmed hits; white crosses mark misses. Enemy sprites stay hidden until fully destroyed.
Features:
- 5 unit types with distinct blast shapes (1-cell, 2×2, cross, 3×3, L-shape)
- Cooldown system — bigger guns need more turns to reload
- AI with weighted targeting — hunts near confirmed hits, avoids re-firing misses
- Retro CRT monochrome green look with scanlines
- MP3 sound effects and Web Audio synth sounds
- Save/Load (F5/F9)
- Onboarding briefing and help overlay (H key)
- Last Stand mode — automatic buff when heavy units are lost
| Published | 1 day ago |
| Status | Released |
| Platforms | HTML5 |
| Author | Ryan Fillingham |
| Genre | Strategy |
| Made with | Phaser |
| Tags | artillery, battleship, crt, deduction, grid, phaser, Retro, Turn-based |
| AI Disclosure | AI Assisted, Code, Graphics |






Comments
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Really like the vibe; feedbacks feel great, and fit the theme well.
I like the explosion radius mechanic, simple but feels like a great addition to the classic experience.
As for critical feedback, I feel the grid is way too large; I can see the game really dragging on for what I assume is supposed to be a short/fun little experience.
I would like to see more interesting “abilities” that perhaps charge-up over time. For example, maybe a carpet bomb run that unlocks at every 10th turn- does a whole grid column of damage to provide some intel to the players.
This would bring up the tensions and help ensure the games don’t run over.
Overall though, a great little program as it is.