Turn-based hex tactics · iPhone, iPhone Duo, iPad and Mac

OORTFALL

Version 1.2 is rolling out on the App Store. Availability may take time to update in your region.

Win the ground. Then win the battle.

A ridge makes your next shot stronger. A raid cuts the enemy's income. Command the Azure Corps in turn-based battles where your position matters as much as your army.

£4.99 once. No ads or in-app purchases. Solo play needs no account; online uses Game Center and sharing uses iCloud. Crash reports and usage stats are optional.

  • See the trade before you fire.
    The forecast shows damage and return fire before you commit.
  • Learn with a commander beside you.
    Brigadier Fenwick guides a twenty-one-mission campaign, starting with five teaching missions.
  • One purchase for your Apple devices.
    Play on iPhone, iPad and Mac, with saves through iCloud.
A battle in Oortfall: a Tank selected on the ridge below Marshal Vex's force, with the damage forecast for a Grunt in its sights.
21campaign missions · 63 stars
13unit types, from Drones to Tanks
5rule sets to fight by
Dailyand Weekly challenges, with leaderboards

One turn. A choice that matters.

An enemy holds the ridge. A mining rig stands on its flank. Your next move can change the fight in two different ways.

  1. Read the ground.
    Height changes range and damage. Check the ridge and the route before sending a unit forward.
  2. Compare the shot.
    Select a target to see the forecast. A wounded unit hits less hard; return fire can make an apparently good attack expensive.
  3. Choose what the enemy loses.
    Take the shot to weaken their force, or place a unit beside their rig to stop its income. The packs you deny can matter next round.

See how height, forecasts and raids work →

Text, menus and subtitles in seven languages: English, French, German, Spanish, Brazilian Portuguese, Japanese and Korean. Choose a language in the game’s Settings or follow your device language; changes apply next time you open the game. Voices remain English.

Meet the Azure Corps.

Thirteen kinds of unit, each worth buying for a reason. Infantry beat Marksmen, Marksmen beat Armour, Armour beats Infantry; Support sits outside the triangle.

Grunt

Grunt

The backbone. Cheap, range 2, good at everything.

Lieutenant

Lieutenant

Shock assault: its target can't return fire.

Colonel

Colonel

Allies within 2 hexes hit +1. Keep it behind the line.

Rocketeer

Rocketeer

RPG: double damage to Buggies, Tanks and the Walker.

Sniper

Sniper

Fires at 2–4, +1 from high ground. Shreds Armour.

Mortar

Mortar

Lobs shells over anything; the blast hits neighbours.

Artillery

Artillery

The depot's tracked gun. Tougher than a Mortar.

Walker

Walker

Heavy armour that crushes Infantry. Hunted by Marksmen.

Buggy

Buggy

Fast raider from the depot; runs down Snipers.

Tank

Tank

The depot's cannon. Shells bases. Can't capture.

Engineer

Engineer

Unarmed. Captures rigs and outposts, repairs friends.

Scout

Scout

Unarmed eyes: sees 6 hexes.

Drone

Drone

Flying bomb: one strong hit, then it's gone.

The officers.

One on your side. Three against you, each with their own way of fighting, their own colours and a lot to say.

Brigadier Fenwick

Brigadier Fenwick

Azure Corps · HQ

Your voice on the radio. Briefs every mission, teaches the first five, and says exactly what she thinks of your debrief.

Marshal Vex

Marshal Vex

Crimson Pact · Strike Corps

Attacks early and keeps attacking. Punish overreach.

Warden Brakk

Warden Brakk

Crimson Pact · Garrison

Digs in and trades carefully. Bring range.

Baroness Aurum

Baroness Aurum

Crimson Pact · Quartermaster

Grabs every rig, then buys the big toys. Raid early.

Three commanders. Three armies.

Every enemy, its own army.

The same thirteen units and the same rules on both sides, but you will know whose they are at a glance. Marshal Vex's Strike Corps are salvage raiders: kit dug out of wrecks, hand-painted red, patched and flying their own flags. Warden Brakk's Garrison is cast plate, sandbags and hazard stripes, dug in and lit by searchlights. Baroness Aurum's Quartermasters are her mining crews, armed from the company store: mustard-gold enamel, wide-brimmed hard hats and violet work lamps.

Marshal Vex's salvage raiders: a Walker with a skull stencil, a Grunt, a Colonel, a Lieutenant and a Tank, all in chipped red paint with red pennants and flags.

Marshal Vex

Strike Corps · salvage raiders

Chipped red paint, riveted patches, a pennant on every helmet and a skull on every hull.

Warden Brakk's garrison: a Walker with hazard chevrons, a Grunt, a Colonel, a Lieutenant and a Tank, all in matte green cast armour with sandbags and white lights.

Warden Brakk

Garrison · fortress crew

Matte green cast plate, sandbags on every shoulder, a striped brow and a cold white light.

Baroness Aurum's prospectors: a Walker with an excavator scoop, a Grunt, a Colonel, a Lieutenant in a black hard hat and a Tank hauling a skip of ore, all in mustard-gold with violet lamps.

Baroness Aurum

Quartermasters · prospectors

Mustard-gold enamel over charcoal, a wide-brimmed hard hat with one violet lamp, and ore on every truck.

Five operations. One rock.

Kestrel-9 was promised to the Azure Corps; the Crimson Pact got there first. Brigadier Fenwick walks you through your first missions step by step, then rolls out the roster a unit at a time: Engineers and rigs, Snipers on the high ground, outposts, the Vehicle Depot, Tanks. By Endgame you are fighting hour-long battles on the biggest maps, with objectives to hit along the way and three stars to chase on every mission.

  • Boots on Regolith
    Five teaching missions, spoken by HQ.
  • Crimson Tide
    Siege, Mortars, Drones and the Walker.
  • Iron Roads
    Buggies, Tanks and Rocketeers on the big maps.
  • Endgame
    Everything the Pact has left. Finish it.
  • Black Flag
    Warden Brakk's war: a wreck, a hunt and his walls.
Operation Endgame: a crimson fortress under bombardment while an Azure Corps tank leads the assault.
An Azure Corps base on the surface of Kestrel-9, lit in blue.

Bring their base down.

Play the campaign across five operations, take on today's Daily Challenge or this week's Weekly, set up a Skirmish on three board sizes or on a map of your own, share a board as a code, pass one device between two players, or play a friend online.

  • Last base standingDEFAULT
    Destroy the enemy base. Nothing else counts.
  • All ways to win
    Destroy or capture their base, or dominate the map.
  • Capture only
    Bases can't fall to fire. Surround them and hold.
  • Score
    Fifteen rounds. Every kill and every structure counts.
  • King of the Hill
    Hold the crowned hex four turns running.

See it in action.

Real screens from the game on iPhone. Alone against the Crimson Pact, or against a friend across the table or the country: on iPad, Mac and an open iPhone Duo the same board sits between two rails, laid out for the bigger screen.

Version 1.2 · 28 seconds · Every hex matters
The Play Online screen: Map, Vehicles and First move rows, then a list of matches against friends — Britt, Sam, Priya and Jo — with whose move it is and the hours left.
Online: your friends, your matches, a day for each turn
A match against Britt: the YOUR TURN banner says she moved in round 7 and there are 23 hours to reply.
Your move: a friend's turn replayed, then yours
The campaign screen: Operation 1, Boots on Regolith, with its banner art and five mission tiles.
Five operations, twenty-one missions
Mission 5 opens: Brigadier Fenwick radios the player about the Vehicle Depot.
HQ on the radio, and five teaching missions that talk
The briefing for The Long Night: Marshal Vex, six objectives and three star goals.
Every mission briefed, with objectives and stars
Baroness Aurum taunts the player mid-battle while a Drone is selected.
Enemy commanders with a lot to say
The Field Manual's first page: your turn and the forecast, with animated examples.
An illustrated Field Manual for every rule
The Oortfall title screen: Campaign, Skirmish, Play Online, Daily Challenge, Pass & Play, Field Manual and Service Record
Campaign, Skirmish, Play Online, Daily Challenge and Pass & Play

Every Apple screen.

One purchase, every Apple screen, one game. Nothing is cut down and nothing is added back later.

  • iPad and MacAT LAUNCH
    The board between two rails. A trackpad and a keyboard on the iPad; a mouse, keyboard shortcuts and the menu bar on the Mac. Your match follows you through iCloud, and Handoff carries it from your iPhone to your Mac in one click.
  • iPhone DuoAT LAUNCH
    Folded, it plays like a phone, one-handed, laid out around the camera. Open it and the board spreads between two rails like a small iPad — mid-match, without missing a move.
  • Online playAT LAUNCH
    Turn-based matches against friends through Game Center, or rated matches against strangers on the ladder. Invite from your contacts or over Messages, take your turn when you like, and get a nudge before the clock runs out. Challenge a friend to beat your Daily Challenge score.
  • Maps, replays and linksAT LAUNCH
    A map you drew or a match you played travels as an oortfall.com link — through Messages, WhatsApp, anything — and opens straight in the game. Files still work for AirDrop and the Files app.
Oortfall on the Mac: mission 9 with the briefing from HQ down the left rail and the Walker's panel on the right.
Oortfall app icon

Kestrel-9 is waiting.

Oortfall is on the App Store now for iPhone, iPhone Duo, iPad and Mac. £4.99, once, for all of them.