A Tribute to Classic RTS Genre

24

Unique Air / Ground Units

55+

Unique Unit Upgrades

18+

Heart-Pounding Metal Soundtracks

1000+

Players Globaly

Cinematic Camera – Interceptor “Dive Down” Attack.
Battlefield – Bird’s Eye View

A Real-Time Strategy Game. Built for the Palm of Your Hand.

You’re a mercenary commander. No flag, no allegiance — just resources and the ruthlessness to hold them. Rival commanders are closing in. The only question is whether you’re ready when they arrive.

This isn’t chess. But it has the same obsessive logic. Every move carries a consequence two steps out. Reaction wins skirmishes — strategy wins wars. You need to read the enemy, anticipate their next move, and have the right counter already in motion before they pull the trigger. Speed matters. But without the thinking behind it, you’re just burning through ammunition.

If you grew up on Arsenal: Extended Power and/or Command & Conquer games, you know what a real RTS feels like. Global Ordnance is built in that spirit — redesigned from the ground up for mobile.

No camera dragging. No base micromanagement — there are no buildings to babysit here, by design; managing construction alongside a live battle is more than a phone screen should ask of you. The map is fixed. The battlefield is your entire world. Every decision plays out right in front of you. That sounds like a constraint. In practice, it makes every move matter more.

Locked View of the Battlefield.

New to RTS? Commander Hawk walks you through it. He’ll lay out the terms up front, too: you’ve got the technological edge, but the enemy out-produces you — the two advantages cancel out, and what decides the match is you.

We built the controls to match. Obviously, a touchscreen isn’t a mouse and keyboard — but for fixed-camera RTS gameplay like this, where there’s no map to pan and no base to manage, we genuinely believe tap controls can be every bit as responsive. It just takes the right tinkering and careful thinking about what a finger can do that a cursor can’t. That’s the whole design goal here: touchscreen input that holds up, not a compromise you tolerate. (We’re confident enough in it that down the line we plan to bring the game to Windows and pit mouse-and-keyboard against touchscreen head to head — and prove it.)

Two-finger tap selects every armored unit on the field, three-finger tap grabs everything unarmored, four-finger tap pulls your defenses, and a double-tap on any unit selects every matching unit in play. Tap-to-add selection is already in, and drag-box selection is on the way. No fumbling for a menu mid-fight — your hand becomes the interface.

And we’re not stopping at how you select units — we’re working on how they think. Upcoming behavior patterns will let you tell your units what to prioritize: the most expensive target on the field, the lowest-health enemy in range, whatever’s closing in on your HQ threshold. Less babysitting, more commanding.

24 units. 55+ upgrades. Every one fully documented — your strategy is built on real intel, not guesswork. Upgrades don’t just buff your forces. They change what a unit is fundamentally capable of, and every unit gets its own upgrade path — ground and air alike, usually four options apiece.

All Units Have Dedicated Info Cards

On the ground, some of those paths get vicious. Outfit a Medium Tank with the Grinder and it’ll chew through whatever’s in front of it, turning enemy wreckage into scrap that repairs its own hull as it goes. Load experimental radioactive shells into a Heavy Tank and every hit deals lingering radioactive damage on top of the impact itself. And the Cremator MLRS’s Redhead Rockets don’t just hit harder — they look incredible doing it.

In the air, it’s a different kind of edge. Chaff to blind enemy anti-air. Flash bombs to knock out anything in a blast radius. A Radar Scrambler to blind their interception missions. A well-timed loadout swap — on the ground or in the sky — can flip a losing battle entirely.

Before you field most units, first you research them. And that research happens mid-fight — while shells are still flying. Your decisions in the heat of battle shape where the match goes next. The deeper you push into the tech tree, the more you unlock: faster build times, lower deployment costs, stronger battlefield performance.

Every kill pays. Global Ordnance runs on a Kill-to-Earn economy — the wreckage you leave behind funds what you build next. Field a spy and they’ll help build your credits quietly in the background, for as long as they stay undetected.

Ground combat is chaotic and visual — armor clashing, missiles raining, no two engagements playing out the same. The Mammoth Tank is a double-barreled experimental behemoth built to crush lines and keep going. The Cremator MLRS doesn’t care what’s holding that position — armor, fortifications, whatever’s dug in. It softens all of it.

When the ground game isn’t enough, push to the air. The Strike Jet hits fast and hard — and hits even harder now, with a Long Range Missile upgrade that does heavy damage before it’s even dropped its bomb. The Interceptor, once you’ve paired its new Rocket Upgrade with armor-piercing ammo, becomes a genuine early-to-mid game threat in its own right. And the Airship is a flying fortress that absorbs punishment and keeps dropping bombs. Send a wing out on a Fly-By run and it’ll tear down an entire row with no target lock required — commit, and don’t look back.

Air dominance wins wars. The trick is knowing exactly when to unleash it.

Now: The Ice Doesn’t Hold Forever.

The battlefield itself has started fighting back. Our new snow biome brings a mechanic we call Thin Ice — patches of frozen ground that hold your units only so long. The heavier the unit, the faster it sinks; commit a Mammoth Tank to the wrong patch and it won’t be coming back up. Read the ice wrong, and the terrain beats you before the enemy does.

All of it plays out across 18+ custom metal tracks built specifically for the game. The visuals and the music are designed to work together — to keep your pulse up, your focus sharp, and make putting the phone down feel like the wrong decision.


Global Ordnance’s Adaptive AI tracks how you play — and counters it. It adjusts tactics, closes gaps, and punishes patterns. No cheating. No bullet sponges, no inflated stats, no artificial accuracy. It just plays smarter, finding the strategic answer to whatever you’re doing. The only way to beat it is to outthink it.


Alex (Code) and Viktorija (Design) — married, and building this together — while driving across the country in a converted van. No studio, no publisher, no office. Just a laptop, a battery bank, and enough stubbornness to see it through. What you’re playing is what two people with a clear idea can actually make.

Find out more about The Developers.

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