Guides

Basics

OpenFront in Five Minutes

What OpenFront is, how you win, and what every part of the screen means. The first thing to read if you have just started playing.

OpenFront Spawn Selection — How to Pick Your Start

Every OpenFront spawn gives you 52 tiles and 25,000 troops. Coast or inland, how many bots are nearby, and what terrain surrounds you decide the next five minutes.

OpenFront Keybinds — All 36 Defaults

The complete OpenFront keybind list, taken straight from the game source. Build on 1-0, attack ratio on T/Y, terrain on Space, camera on WASD.

OpenFront Interface — Panels and Icons

What every OpenFront panel and icon means. The crown, handshake, envelope and broken shield above player names, the control panel, event feed and radial menu.

OpenFront Game Modes and Win Conditions

OpenFront win conditions are 80% of the land in both FFA and Teams. Difficulty only affects AI Nations, and Hard puts them on exactly human terms.

Ten Common OpenFront Mistakes

The mistakes OpenFront players repeat, each with the source-code reason it costs you: slider at 100%, hoarding troops, cities on the border.

Reading the OpenFront Bottom Bar

A line-by-line read of the OpenFront bottom bar: troop growth rate, the troops/cap pair, gold, the attack ratio slider, and the build slot numbers.

Playing an OpenFront Public Lobby, In Order

How to run one OpenFront public game from spawn to endgame: expanding at 20%, the two-second click rhythm, ports first, and nuke timing.

Measuring Distance in OpenFront — The M Grid

OpenFront has no ruler but it does have ways to measure. What one M-grid cell is worth in tiles, and which buildings draw their own range circle.

Growth & Economy

Combat

Play & Meta

OpenFront 1-Minute Build Order

A simulated OpenFront FFA opening: 10% slider, a click every 2 seconds, toward plains, in every direction. Bot hunting from 0:25, first city by 1:30.

OpenFront Alliances — When Betrayal Is Worth It

Alliances lapse on their own after 5 minutes. Break one early and you are a traitor for 30 seconds, hit by everyone at half losses — so waiting is usually cheaper.

OpenFront Doomsday Clock — 150 Seconds From Skull to Gone

OpenFront's Doomsday Clock sits at 0% for ten minutes, then raises the required territory share to 35%. Fall below and your territory is gone 150 seconds later.

Seven Named OpenFront Strategies

The recurring OpenFront strategies, named and backed by source values: Three Cities First, Spread Wide, Cork the Neck, Bot Hunting, Density Hunting.

OpenFront Team Play — The 80% Win Condition

OpenFront team games end at 80% territory across the team. Troop donation defaults to a third of your troops, and a teammate at cap is leaking value.

OpenFront on Hard — What Actually Works

What actually works on OpenFront single-player Hard: mountains as a shield, grinding a coast with small landings, and the AI betrayal trigger.

OpenFront Numbers Worth Double-Checking

Figures that circulate in OpenFront guides, set beside what the source code actually says: city troop cap, trade income, SAM reload, and one of ours.

OpenFront World Map — Terrain, Coordinates, Port Distances

The World map is 651,569 land tiles and only 34% plains — one of the more expensive maps to push through. Nation coordinates and which port pairs actually pay.

OpenFront Sol Map — 85% Ocean, and What That Changes

The Sol map is 85.7% water with only 7.8% land — the priciest map in the rotation to advance through. Its trade routes pay up to 269,550 gold.

OpenFront Sierpinski Map — Where Terrain Does Nothing

Sierpinski is 100% plains — loss magnitude 80.0, the theoretical floor. Nine symmetric nations named by compass direction, so only position matters.

OpenFront Giant World Map — 107 Nations, Easy to Get Lost

Giant World Map has 2.34M land tiles and 107 nations — the most bots of any map, so early expansion is cheapest here. But a grid cell is 195 tiles, double World's.

OpenFront Middle East Map — 89% Highland, the Biggest Map

Middle East is the largest map at 3.45M land tiles, and 89.4% of it is highland. With terrain that uniform, only position and scale are left to play with.

OpenFront Svalmel Map — Only Five Nations

Svalmel places just five nations, so the bot discount is rarely available and the opening costs more. In exchange, every port pairing clears the threshold.

OpenFront China Map — Only 15% Water

China is 15% water, so buildable port sites are scarce. With 1.48M impassable tiles, attack routes funnel through a handful of necks that decide the whole match.

OpenFront Europe Map — 57% Plains, Cheap to Advance

Europe is 56.6% plains for a magnitude of 91.3, making it one of the cheaper maps in rotation. England to Wales at 99 tiles is the classic port mistake here.

OpenFront Caribbean Map — Cheap to Push, All Islands

Caribbean is 83.5% plains with zero mountain, making it one of the cheapest maps to advance through — but 86.3% water means the land is in fragments.

OpenFront United States Map — 49 States, Balanced Terrain

United States is the fifth most common map in public lobbies, with 49 states and 48.2% highland. Massachusetts to Rhode Island at 31 tiles is the port trap here.

OpenFront More Than Luck Map — Half the Grid Is Wall

More Than Luck is 47.8% impassable, so advances funnel through corridors. Coast is 0.6% of the land, so almost nobody gets a port.

OpenFront on Steam — What Changes and What Does Not

OpenFront is heading to Steam Early Access. The browser version stays free and unchanged; the Steam client is ad-free and faster. No game rules or numbers change.