Cinderfall game modes
Four ways to test your strategy
Cinderfall offers four core modes. Each retains the foundations of an RTS—base building, economy, technology and army control—but changes the objective, pressure and measure of success.
| Mode | Experience | Main objective | Replay value |
|---|---|---|---|
| Campaign | Story missions | Progress through the Human and Orc narratives | Completion-time leaderboard |
| Survival | Increasingly difficult waves | Survive and maximize your score | Waves, builds and optimization |
| Quick Match | Classic RTS battle | Defeat CPU armies in the selected format | Maps, teams and army compositions |
| Procedural Match | Custom-generated map | Adapt to a new battlefield | Renewed settings and geography |
Campaign — forty story missions
The complete campaign includes forty missions: twenty for Humans and twenty for Orcs. Each people follows its own path toward Nareth-Kor and reveals a different interpretation of the Great Cataclysm.
Learn the systems through play
Progression gradually introduces units, buildings and mechanics. Early missions establish the foundations before objectives become more varied and combine a larger number of systems.
The campaign therefore teaches the factions without sacrificing strategic depth. Each map offers its own situation instead of repeating the same skirmish.
A leaderboard for players who enjoy optimization
Every mission has a completion-time leaderboard. Once you understand the objective, you can return with a different army, improve your build order and search for a more efficient route.
The campaign becomes a space for speedrunning and optimization alongside its narrative role.
Survival — hold out against a growing threat
Survival sends increasingly powerful waves against your base. Static defense is not enough: you must grow the economy, replace losses, reinforce weak points and maintain an army able to respond.
A score system that rewards momentum
Every elimination awards points. Quick successive kills maintain a multiplier, while time and lost buildings reduce it.
This creates two parallel goals: survive as long as possible and keep an efficient pace to maximize the score. A cautious strategy may last longer, while a controlled aggressive approach can achieve a stronger result.
A testing ground for army builds
Continuous pressure reveals whether a build has enough production, defense, area damage, support, endurance and resource efficiency. Mistakes become more expensive as the waves progress.
Quick Match — classic RTS against the CPU
Quick Match launches a free-form battle on a predefined map. It is ideal for testing a new army, practicing a build order or playing without following a story scenario.
Several formats
Depending on the map, you can configure:
- free-for-all;
- teams;
- one human player against all other armies;
- a match without opponents for open experimentation.
Selected maps can support as many as ten participants: one human player and nine CPU-controlled armies. This maximum does not apply to every map.
An arena for testing choices
Quick Match puts the army configurator directly to work. Change your units, buildings, runes and faction abilities, then see how your composition responds to different opponents and terrain.
Procedural Match — create a new battlefield
Procedural Match offers the same freedom as Quick Match but generates the map automatically from your settings.
Available settings
The generator can configure:
- participant count;
- biome;
- overall terrain structure;
- symmetrical, rotational or random layout;
- rivers, lakes, islands or land-only maps;
- natural and contested expansions;
- strategic choke points.
Why geography changes strategy
A lake may increase the value of naval forces. Narrow passages strengthen defenses and artillery. Contested expansions encourage early fighting, while open maps make mobility and scouting more important.
Procedural generation therefore does more than move scenery around; it renews the economic and military decisions that shape a match.
Which mode should you play?
| If you want to… | Recommended mode |
|---|---|
| Discover the world and learn gradually | Campaign |
| Perform under constant pressure | Survival |
| Test an army quickly | Quick Match |
| Explore new geography every time | Procedural Match |
| Improve a completion time | Campaign |
| Chase a high score | Survival |
Modes planned for the future
The roadmap also considers Tower Defense & RTS, Challenges, Zone Control, online multiplayer and an offline mode against a CPU army configured from another player’s choices.
These modes are not part of the current offering, and no precise dates have been announced.
