Announcement
Ferrograde: simultaneous-turn tactics, announced for 2027
Three machines each, four minutes, and no initiative order. Here is what we are building and why the turn structure came first.
- published
- written by
- Micro Company
- reading time
- 4 min
- channel
- Announcement

Ferrograde is a tactics game with no turn order. You give orders to three machines, your opponent does the same, and then all six resolve in the same second. We committed to that structure before we had art, a setting or a single ability, because everything else follows from it.
Why simultaneous turns
Alternating turns on a phone create a specific problem: the player who moves second always has more information, so balance work drifts toward compensating the first player. Resolving everything at once removes that asymmetry and replaces "who goes first" with "what do I think they will do".
It also fixes session length. A round is order entry plus resolution, and resolution is the same duration every time. Three rounds fit in four minutes, and we can promise that number rather than estimate it.
- Six-by-six grid, three machines per side
- Three rounds, hard four-minute cap
- Loadouts drawn from a pool you own at install
- No packs, no pity timers, no card economy
What is not in it
There is no collection layer. Every chassis and every weapon is available from the first match, and the only thing that changes over time is your read on the meta. We would rather ship fewer machines that are all reachable than a catalogue behind a currency.

The moment both sides commit is the whole game. Everything we build has to make that moment more readable.
[NAME], Game Director — [TITLE TO BE CONFIRMED]
Playtesting
Closed builds go out through TestFlight and Play internal testing. We run them in batches tied to specific questions rather than continuously, so a build usually stays open for two weeks.
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