We build worlds
worth fighting for

TrueLineField is an indie studio crafting strategy and battlefield games with soul. Small team. Big maps. No filler.

Who we are

Games made by players, for players who think

Founded in 2021. Remote team of 7. Based everywhere and nowhere.

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    "We don't make games you finish in a weekend and forget. We make games that rearrange how you see a problem."

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    "Every mechanic earns its place. If it doesn't change how you play, it doesn't ship."

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    "The field is the story. The line you hold — or lose — is what you remember."

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Featured release

IRONFIELD

Hold the line. Or redraw it.

  • Turn-based strategy

  • Tactical RPG

  • Single-player

IRONFIELD drops you into a fractured continent where every border was drawn in blood and every truce is a countdown. Command your unit across procedurally generated battlefields, make decisions that reshape the map, and discover that the truest enemy is the line you drew yourself.

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    40+ hours of branching campaign with no two playthroughs alike

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    Deep unit customization — class, loadout, loyalty, history

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    Dynamic front lines that shift with every battle decision

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    Original score by composer Nadia Voss — 3 hours of atmospheric music

  • Steam

  • PC

  • Mac

  • Nintendo Switch (Q3 2026)

TrueLineField

Our titles

Every game, one field at a time

TrueLineField

IRONFIELD

  • Strategy

  • RPG

Turn-based tactical RPG. Command armies across a living, shifting continent. The line between victory and ruin is thinner than you think.

Play on Steam

steam
TrueLineField

LINEDRIFT

  • Puzzle

  • Minimalist

A minimalist puzzle game about redrawing boundaries. Move borders, redirect forces, solve the unsolvable map. Quiet, brutal, beautiful.

Play on Steam

steam
TrueLineField

FIELDWATCH

  • Survival

  • Real-time

A real-time tactical survival game. You don't command armies — you ARE the scout. Watch the field. Report the truth. Stay alive.

Play on Steam

steam

Behind the lines

We build in public. Follow every step.

"Why we scrapped the fog of war system — twice"

Week 34

IRONFIELD dev log The mechanic worked. The fun didn't. Here's what we learned pulling apart a system we spent three months building.

"Designing morally ambiguous unit loyalty"

Week 29

IRONFIELD dev log What does it mean when your best soldier switches sides — and the player kind of understands why?

"LINEDRIFT postmortem: what a puzzle game taught us about strategy"

Studio retrospective Our smallest game changed how we design our biggest one. Everything connects.

Read all dev logs