PocketNukes

Two launchers. One mountain range.
Thirty ways to end somebody's afternoon.

Turn-based ICBM artillery. Boosters burn, warheads coast, MIRVs split at the top of the arc, and the wind has opinions about all of it. Range in, drive to cover, and drop it on their bunker from the edge of space.

Leaderboard

Online matches

Loading…

Your record

Sign in to keep a record.

1
Player 1
0
2
Player 2
0
ROUND 1 WIND → 0
Your move

Weapons

Pick a weapon.
60
190

Drag the sky to aim. AD drive, ←→ bearing, ↑↓ power, Space launches.

The arsenal

How to play

The idea

Both commanders are dealt the same ten weapons, one shot each. You take turns. Points are the damage you do; damage you do to yourself comes straight back off your own score. When the weapons run out, the higher score wins - or you can settle it early by turning your opponent's launcher into a crater.

Reading the sky

Everything you launch is ballistic: gravity owns it the moment the booster cuts out. The wind - shown at the top of the screen, changing every round - leans on anything in flight, and the longer the flight, the more it leans. Boosted missiles climb before they commit; MIRVs split at the very top of the arc; bunker busters barely notice the wind at all. High shots clear the ridges. Flat shots get there before the wind has a say. Pick one.

Controls

Drag anywhere on the sky to aim - direction sets your bearing, distance sets power. Or use the dial and the sliders. A and D drive your launcher along the terrain and spend fuel, which refills every turn - climbing costs more, and a cliff is a wall. Space launches. The ground is cover, and the ground is negotiable: both change every time something lands.

Private room

Send this code to whoever you want to flatten.

····

Waiting for them to join…

Or join a room somebody sent you:

Quick match

Looking for another commander…

You will be dropped straight into a match when somebody turns up.

Choose your opponent

Your record

Match over