Games & Simulations
Active development

Pixel Battleline

An offline portrait strategy-action game where the player steers a compact army across three lanes and carries each commitment into later threats.

Currently free on the App Store
Category
Games & Simulations
Platform
iPhone · iOS 15+
Status
Active development

How much strategy can fit inside one tense, readable run?

Visible lane tradeoffs, automatic combat, army preservation, deterministic battle plans, and same-battle retry make each loss understandable and each correction comparable.

User value

Read three options. Commit to one. Learn from the same battle.

Move a compact army between three lanes, accept visible rewards or risks, and retry a stable battle to test a better route.

01

See the tactical proposition

Read gates, rewards, enemies, and objective pressure inside a compact portrait battlefield.

02

Carry every consequence

Preserve soldiers, ammunition, formation, weapons, and temporary powers for the threats that follow.

03

Correct the decision

Retry the same versioned plan and stable random sequence so a changed outcome reflects changed commands.

Pixel Battleline App Store composition showing a white pixel army at the bottom and three colored choice gates under the heading Choose Your Line.View full size
Three-lane commitmentApplication-rendered Debug capture composed as App Store media, with embedded promotional copy.

Features

A small input set with persistent tactical effects.

The current playable path combines lane movement, automatic combat, resource state, objective pressure, pause, and immediate results.

  1. 01

    Three-lane movement

    Swipe left or right by one lane and commit the army to the gate, reward, or threat ahead.

  2. 02

    Automatic combat

    Let the game handle firing, projectiles, contact, and most timing while you focus on position and preparation.

  3. 03

    Visible army state

    Track soldiers, ammunition, formation, active weapon or power, damage, and objective progress as the run develops.

  4. 04

    Survival and annihilation

    Stay alive for a target duration or remove the required share of enemy strength before the battle resolves.

  5. 05

    Three world identities

    Choose among three worlds, four runs per world, and visible survival or annihilation modes in the current menu.

  6. 06

    Authored campaign model

    Fifteen versioned battle definitions, progression, objectives, results, retry, and migration exist in domain logic; final production UI connection remains unconfirmed.

How it works

Choose, commit, preserve, retry.

Direct input stays narrow so attention remains on the consequences of lane position.

  1. 01

    Select the battle

    Choose a world, run, and survival or annihilation mode from the visible menu.

  2. 02

    Read the three lanes

    Compare the rewards, costs, enemies, and future pressure shown across the field.

  3. 03

    Commit the army

    Swipe one lane at a time while automatic combat continues around the formation.

  4. 04

    Protect accumulated strength

    Preserve soldiers and useful battle state for the gates, threats, and assaults still ahead.

  5. 05

    Resolve the objective

    Survive the required duration or eliminate enough enemy strength to reach the result.

  6. 06

    Retry the same identity

    Restart the fixed plan to test a corrected route without silently changing the battle underneath it.

Product demos

Seventeen seconds on the battleline.

Pixel Battleline gameplay preview

0:17

Product concept

Strategy begins when consequences stay legible.

A difficult battle can still teach the player when its choices, losses, and retry identity remain understandable.

01

Commitment matters more than control count

Movement is direct while attacks are automatic, keeping the decision on which tactical proposition to accept.

02

Stable randomness supports learning

Versioned plans and random streams let a retry serve as a meaningful counterfactual rather than a new roll of the dice.

03

Automation does not certify fun

Bots, simulations, and structural metrics provide engineering evidence while human readability and enjoyment remain separate review questions.

Architecture

Fixed-tick rules beneath SpriteKit action.

Typed commands and deterministic Swift state define the battle while SpriteKit presents soldiers, gates, enemies, projectiles, feedback, and results.

  1. 01Touch or scripted controller
  2. 02Typed command validation
  3. 03Canonical command recording
  4. 04Fixed 60-tick simulation
  5. 05Combat and objective events
  6. 06SpriteKit feedback and results

A battle keeps its identity

Versioned plans, stable random streams, checksums, recordings, and compatibility rules bind replay and retry to exact content.

Simulation can run without scenes

Headless battles, bots, paired experiments, balance analytics, and golden scenarios exercise canonical rules outside SpriteKit timing.

Experimental generation stays isolated

The adversarial Director compiles immutable deterministic plans in Debug and is rejected as a normal Release activation path.

The product remains offline

The inspected runtime has no networking, account, remote database, analytics, advertising, telemetry, or AI service.

Technology

A local deterministic action-game stack.

Application

  • Swift 5.9
  • SpriteKit
  • UIKit
  • AVFoundation
  • iPhone portrait
  • iOS 15+

Simulation

  • 60 fixed ticks per second
  • Versioned battle plans
  • Stable randomness
  • Typed commands
  • Canonical checksums

Evaluation

  • XCTest
  • Headless simulation
  • Bot profiles
  • Golden scenarios
  • Balance analytics

Persistence

  • UserDefaults for selected legacy mode
  • Codable campaign schema
  • Checksums and migration
  • In-memory campaign store found

Runtime boundary

  • No dependency manager
  • No third-party SDK
  • No account
  • No network
  • No tracking or ads

Development

A release-candidate baseline exists. Production integration needs confirmation.

The repository contains v0.9.3 build 3 release-candidate packaging, campaign media, extensive deterministic systems, and an owner handoff. Public distribution is unknown, the authored campaign's production UI and durable save path are unclear, and the Debug-only Director still awaits human review.

Stage
Active development
Release baseline
v0.9.3 build 3
Authored catalogue
15 battles
Current full test run
Not completed

Implemented

  • Portrait SpriteKit gameplay with swipe movement, automatic combat, soldiers, ammunition, formations, weapons, powers, gates, projectiles, enemies, pause, and results
  • Three visible world identities, four run identities per world, and survival or annihilation mode selection
  • Fifteen versioned authored battle definitions with objectives, routes, onboarding, progression, results, retry, migration, and recovery models
  • Stable randomness, compiled battle plans, fixed ticks, typed commands, recordings, checksums, replays, and same-battle retry
  • Headless simulation, bot profiles, paired experiments, balance analytics, golden scenarios, and player-experience proxies
  • Release packaging, accessibility and privacy evidence, asset provenance, screenshot and video capture, plus a Debug-only adversarial Director Play Lab

Production reconciliation

Confirm the public name and distribution status, connect or document the authored campaign's production menu and gameplay path, implement or verify durable on-device campaign persistence, add an end-to-end save and resume test, complete Director human review, and perform physical-device accessibility validation before any owner-controlled release action.