Let’s be honest: the RTS genre has been in a weird place for a while. We have plenty of base-builders and 4X civilizations, but for those of us who grew up on the adrenaline-fueled, no-nonsense tactics of World in Conflict, the pickings have been slim. We don’t want to harvest vespene gas or build supply depots. We want to call in airstrikes and watch tanks roll through destructible environments.
That is exactly why a new Reddit thread by solo developer Joe Theis caught my eye this weekend. His project, InfiniWar, is pitching itself as a love letter to World in Conflict, but with a modern, roguelike twist that could solve the genre’s biggest problem: replayability.
All Action, No Base Building
The core promise of InfiniWar is simple: cut the fluff. Just like its inspiration, this game ditches the tedious base-building and resource gathering. You aren’t managing an economy; you are managing a war. The gameplay focuses entirely on real-time tactics (RTT), where positioning, unit counters, and ability usage are king.
According to Theis’s recent dev diary, the game gives you command of land, sea, and air units, along with a suite of off-map support abilities. Yes, that includes artillery barrages and, of course, nuclear weapons. It captures that specific 2007-era joy of seeing a tactical nuke turn a losing battle into a… well, a crater.
The “Infinite” Twist
Where InfiniWar deviates from the classic formula is in its structure. Instead of a linear, scripted campaign that you play once and forget, Theis is building a procedurally generated campaign. Every map—whether it’s a snowy mountain pass, a tropical island, or a dense urban center—is unique every time you load it up.
This “roguelike” approach means you are constantly adapting. You can’t memorize enemy spawn points. You have to scout, react, and overcome. Between battles, you aren’t just watching cutscenes; you are customizing your army with RPG-style loot and upgrades, tailoring your force to your specific playstyle.
A Solo Dev’s Passion Project
Perhaps the most impressive part of this project is that it is being built by a single person. Joe Theis has been documenting his journey on YouTube and Reddit, showing off a distinct “low-fidelity” art style. It’s a smart choice—it allows for massive battles and destructibility without melting your GPU, and it gives the game a stylized, almost board-game-like aesthetic that stands out from the hyper-realistic shooters of today.
World in Conflict vs. InfiniWar
| Feature | World in Conflict | InfiniWar |
|---|---|---|
| Structure | Linear Story Campaign | Roguelike Procedural Campaign |
| Progression | Mission Unlocks | RPG Unit Customization & Loot |
| Visuals | Realistic (2007) | Stylized Low-Poly |
| Base Building | None | None |
Why You Should Wishlist It
The game doesn’t have a firm release date yet, but Theis is aiming for playtests later this year. If you miss the days when strategy games were about explosions rather than spreadsheets, InfiniWar deserves a spot on your radar. It is ambitious, it is focused, and frankly, it looks like a blast.
Conclusion
It is rare to see a developer understand exactly what made a cult classic special and then iterate on it so intelligently. By mixing the combat of WiC with the replayability of a roguelike, InfiniWar might just be the strategy sleeper hit of 2026. Go check out the devlogs, and get ready to call in some artillery.
FAQs
1. Is InfiniWar multiplayer?
Currently, no. The developer has stated that the focus is entirely on a highly replayable single-player experience. Multiplayer might be considered for a sequel, but for now, it is just you against the AI.
2. Does it have base building?
No! Just like World in Conflict, InfiniWar focuses purely on tactical combat. You deploy units via airdrops rather than building barracks and factories.
3. When can I play it?
There is no official release date yet, but the developer is working on a demo and hopes to begin playtesting with supporters later in 2025.
4. What platforms will it be on?
The game is currently announced for PC via Steam.
5. Is there a story mode?
While there is a campaign structure, it won’t feature a traditional linear story with cutscenes like World in Conflict. Instead, it uses a procedural “roguelike” structure where operations and objectives change every run.