FERROCADE

2089 · Grauband

FERROCADE

The Last Connection.

What can you really supply?

Seven game languages · translations in beta · Windows direct download · macOS test builds by invitation

Private beta b1329 What's new?

Graphics preview · real engine · staged scene, 10 October 2026

Graphics preview · 4K UHD · 60 seconds · silent

Real time. Out of the engine.

Five camera passes through a staged scene: vehicles up close, a convoy and a base in front of city ruins. New native 3840 × 2160 engine captures from 13 October 2026 with the revised models. Not a campaign mission; vehicles and camera were positioned for this graphics preview. No interface or audio.

Prologue

A town survives as long as its last connection.

Twelve years after the Severance Winter, the towns of Grauband lie between silent power plants and broken roads. You lead a small security unit back into a region that has lost its faith in big promises. Win it back, one delivery at a time.

Build outposts. Escort supplies through contested ground. Find the connection an enemy position lives on. Decide which technology helps your unit — and which places you can hold when night falls.

FERROCADE combines base building, vehicle design and tactical battles with one question: What can you really supply?

Background: the skirmish map's river valley, real-time from the engine — not a campaign location.

A battle at play height into the setting sun: exploding vehicles, burning wrecks in craters, tracers and headlights.

Scene 01 · Battle

Into the sun.

Whoever arrives without ammunition is just a target.

Mixed forces collide — tracked and wheeled vehicles, every weapon with its own magazine. Wrecks burn in their craters, and tracks cut through the grass.

Staged: twenty vehicles per side placed in blocks, then the unmodified simulation. Skirmish map, not the campaign.

2089 · Grauband

The machines remain.
The connections are gone.

FERROCADE once joined power plants, refineries and freight terminals into one network. Then came the Severance Winter.

Broken lines, floods and transport blockades stopped the supplies. Some districts were disconnected to save others. Temporary closures became borders.

Today each town works alone. The Corridor Authority controls their roads: accept its terms and receive fuel. Build your own connections and face a blockade.

You command Connection Unit 7. A small security and engineering force, two construction trucks, one first assignment. Restore Wachtgrund. Beyond the next bend, a community is waiting for something more than promises.

Schematic map of Grauband: Wachtgrund, Lichtenau, Falkenried, Dreisteg and Kesselwerk along a broken corridor. The route of missions 1 to 3 is playable, the one of chapters 4 to 8 planned.
Grauband · a schematic world map, not an in-game map
“We don’t need a liberation speech. We need you to come back tomorrow.”Leyla Arendt · spokesperson for Lichtenau

The engineer

Mara Voss

She knows every load distributor and the limits of a technical solution. Mara explains how a base works — and why one generator does not make a network.

“One generator is not a network.”

The scout

Jona Reh

Once a long-haul driver, now your eyes on the valley road. He knows the detours. What lies beyond the next ridge is something he’ll confirm when he sees it.

“The map says road. I say: go and look first.”

The adversary

Severin Falk

The head of the Corridor Authority believes central control is the only way to prevent another collapse. His blockades protect the network — and his power.

“A connection without control is just the next outage.”

Night: a lit country road leads towards a street lamp, behind it the impacts of an artillery salvo and black smoke.

Scene 02 · Fire mission

Salvo after salvo.

As long as the ammunition keeps coming.

A fire mission keeps a target area under fire. Without reconnaissance the artillery has no target, without supply there is no next salvo.

Staged: twelve guns placed, then a real fire order with six salvos. Target markers hidden, exposure lifted for the night. Skirmish map, not the campaign.

Campaign mission 1: the camera moves in evening light towards the Wachtgrund outpost, headquarters and power plant beside a road, a river and hills behind.

Campaign · Wachtgrund

Where supplies arrive, the lights come back on.

Campaign mission 1, Wachtgrund, development build b1275 — real time from the engine, interface hidden, evening light set for the shot.

The Last Connection · Campaign opening

An assignment becomes a promise.

Three connected missions take you from your first oil derrick to securing a town. Learn through concrete objectives: where to build, what to protect, and why. Every task tells you what to do — and why.

01

Wachtgrund · Construction

The lights come on

The in-game mission briefing, in German: Mara Voss, 43, lead engineer, the mission title “1. Das Licht geht an” and the assignment text.
Campaign mission 1, Wachtgrund, development build b1275 — the briefing as it appears in the game (German).

“Wachtgrund still has walls, but nothing is running. The generators are idle, the tanks almost empty. Mara has marked an oil field within reach.”

  1. Start extraction
  2. Produce fuel
  3. Power up Wachtgrund
  4. Prepare the connection

Radio · Mara Voss Wachtgrund is silent. We start at the oil, not at the switch.

02

Valley road · Escort

The first connection

“Lichtenau heard our radio call. Now we have to deliver. Bring the transport to the pumping station and keep its approach supplied.”

  1. Move supplies forward
  2. Gather the escort
  3. Escort the delivery
  4. Secure the approach

Radio · Jona Reh The map says road. I say: secure the supplies first.

03

Lichtenau · Town control

Between the houses

“The men at the freight yard call their demands a road toll. Leyla calls it a blockade. … The houses are not a target. We need this town after the fighting.”

  1. Supply the attack
  2. Clear the freight yard
  3. Secure Lichtenau
  4. Hold the connection

Radio · Jona Reh Vehicles, a watchtower and a depot at the freight yard. The houses are not targets.

3 playable missions The opening is playable: three connected missions. Five further chapters are planned. Campaign, briefings and radio log use text without voice acting. Seven game languages are available; translations are in beta.

Where the story leads · five planned chapters
  1. planned Lost knowledge — research and the archives of Falkenried.
  2. planned Voices in the dark — reconnaissance and a missing convoy.
  3. planned The thin line — reserves and the defence of Dreisteg.
  4. planned Blind guns — sensors, jamming and an artillery supply route.
  5. planned The corridor — reconnect several towns and keep the network running.

These chapters are not playable yet. Feedback on the opening will shape their development.

A night assault in front of a lit base: headlight cones in the grass, tracers, fireballs, floodlights and chimneys on the horizon.

Scene 03 · Night

When night falls.

Day turns to night in the game. In the dark, light becomes information: headlights, floodlights and muzzle flashes show where the fighting is — and which places you can still hold.

An assault on a lit base. We positioned the armies, the simulation did the fighting; exposure lifted for the night. Skirmish map, not the campaign.

The systems

Four systems, one loop.

None of this is a side mode. Each one reaches into the others, and all four together are the game.

01

Supply as the core system

Oil derricks, refineries, supply points and tanker trucks form a real logistics chain to the front — and every link can be attacked. Every unit burns diesel and ammunition; cut the line and any advance stops.

02

Modular vehicle designer

Combine hull, drive, turret and modules freely — from scout buggy to siege colossus. Every design has weight, consumption and a magazine, and the draft shows you what that costs before you build it.

03

Information war

Fog of war, sensors, counter-battery radar and satellite passes. Reconnaissance is not a convenience — it is the reason your artillery has a target at all.

04

Research & doctrines

A branching tech tree whose key decisions shape how you play — and how the enemy AI plays, because it commits to a doctrine of its own.

From the well to the front. Every link is a target.
  1. OILA derrick pumps crude
  2. DIESELA refinery makes fuel
  3. CONVOYA truck drives to the front
  4. FRONTWithout supply the advance stops
8Players in multiplayer
3Playable story missions
4Difficulty levels
2Platforms
Tanks with headlights and an explosion — the start of a zoom that rises all the way to the war map and its supply arteries.

Scene 04 · Supply

The artery.

Tanks without diesel don't roll, guns without ammunition go silent. One continuous zoom, no cut: from the fight in the grass up to the war map — and the supply arteries every position lives on. Whoever protects their own artery and cuts the enemy's wins, not whoever clicks faster.

A staged battle on the skirmish map; supply display switched on for this shot.

More detail

Up close.

The first three images show the revised models in a staged engine scene from 10 October 2026. Below: interface captures from 24 September 2026 and gameplay scenes from b1275. Click to open the full resolution.

Development build

Every build, as soon as it ships.

This box fills itself from the build pipeline — with the same build the game itself reports as current.

Current build

b1329

All release notes

New in the game ·

The whole vehicle fleet has new models: every hull, drive, gun and aircraft is rebuilt with real detail and new paint, and the guns move like real guns.

  • All 65 vehicle parts are new models: 55 ground parts (hulls, drives, guns and supply modules), 9 aircraft bodies and the VTOL rotor, each with its new livery and baked shading.
  • Guns aim visibly. The turret turns, the barrel elevates and the cradle around it follows, and every shot kicks the barrel back before it returns cleanly.
  • On aircraft, add-on modules (armour, sensors, ammunition racks) sit as small boxes on the deck, sized to the turret.
  • Zooming out works as before: vehicles turn into map markers at the same distance as in the previous build.

The release notes are in English. Play in German, English, French, Italian, Spanish, Simplified Chinese or Japanese. Translations are in beta.

  1. b1275First wave of the graphics overhaul: combat light that works at night, camera jumps that land where you look, and a fairer fog of war.
  2. b1272A cinematic start: a native splash and a loading screen with real progress.
  3. b1268Mara, Jona, Leyla and Falk get faces, and a 42-step foundations course walks you through building a working base.
  4. b1265The Last Connection begins: three campaign missions in Grauband.

Private beta

We play in small numbers.

FERROCADE is being built quietly: no advertising campaign, no shop, no waiting-list mechanics. There is a short list and a developer who decides who joins next. Put your address down — when a seat opens up, we get in touch.

WINDOWS Direct download of the current build the moment you are approved — every new build appears in the tester login automatically.
MACOS macOS test builds by invitation. We arrange access directly with you.
STATUS Check any time under Beta status with your email.
LANGUAGE Choose from seven game languages under Settings → General → Language. Translations are in beta.

We store only what you type here, and use it only for beta access. No newsletter, nothing passed on, deleted on request — privacy notice. Legal pages are provided in German.

Developers need supplies, too.

Tanks need diesel. FERROCADE needs development time. If you like what is taking shape here, you can support its development on Ko-fi. Every contribution is voluntary — feedback from your battles helps just as much.