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Threads of War News

Testing the translation

Testing the translation

Fates of People



When they ask me
what іs war,
I’ll respond wіth no refraіns:
It’s Names.

Maksym Kryvtsov “Poems from the Embrasure”

Games can do more than entertain; they can convey meanings and ideas.

Of course, we want Threads of War to be primarily an engaging game. However, the theme of war is not just a backdrop. Through the game's mechanics, we aim to convey that every victory is forged with the lives of real people with their own emotions, dreams, and plans.

We want to show that a fierce tank defeating enemies and then potentially being destroyed by overwhelming enemy forces is not just a set of pixels. The tank has a crew—people who had different plans for their lives before 2022.



Before starting the campaign, we generate the tanker's life up to 2022. After a victory, we display it on the War Heroes screen. If the player loses, they will see a grave on the military cemetery screen.

This all sounds quite somber. But we want the game to serve as a reminder that war is not "we can repeat it" but "never again."

We've updated the demo version, adding new mechanics for generating fates and introducing Heroes and Cemetery screens. The demo version has limited content for generating fates. The full version will have much more.

Enjoy the game!

If you liked the demo, please add it to your Wishlist. If you have comments about the demo, write on the forum.

Підтримка Steam Deck та всіх популярних контролерів



In the past few weeks, 11-year-old programmer Askold has been working on the game's full controller support (Steam Input) and Steam Deck compatibility.

Previously, the demo version was only controllable via keyboard and mouse. Players could use a gamepad in battles, but not for selecting bonuses, navigating menus, creating levels, or changing settings. This caused issues with playing on the Steam Deck as well.

Today, I am happy to announce that from now on, the game fully supports Steam Deck and major controllers: XBOX, PS, and Switch.

One of the main challenges was allowing players to play together on the same screen using any combination of control methods: keyboard + keyboard, gamepad + keyboard, gamepad + gamepad.

After overcoming technical difficulties, Askold succeeded in enabling two players to play together without worrying about controller compatibility.

Enjoy the Demo!

If you liked the demo, add the game to your Wishlist. And if you have any comments about the demo, please post them on the forum.

Happy Vyshyvanka Day!

Today is Vyshyvanka Day in Ukraine. And I want to tell a bit about the symbolic meaning of some elements of Threads of War which is made in the style of Ukrainian embroidery used in the Ukrainian vyshyvankas.

Vyshyvanka is not just folk clothing, not just the fashion of those times. The patterns on vyshyvanka have symbolism; they are amulets and protection from evil forces.

When we started making Threads of War, I decided to design the entire game in the style of Ukrainian embroidery because of the amulet symbolism.



  • Enemy tanks are depicted as demons and hellhounds.
  • The Ukrainian tank features a protective amulet on its tower.
  • If you look closely, the red blocks resemble high-rise buildings from above. These represent cities suffering from warfare and are easily destroyed in the game.
  • The red and black blocks are fortifications. This colour combination conveys Ukrainian strength and resilience. It's strongly associated with our Independence wars.
  • The green blocks represent forests, symbolized by one of our brightest symbols - the viburnum.
  • The blue blocks represent water. They symbolize constant movement and the cycle of life, which I depicted as a whirlpool (which is used in the embroidery too).

Of course, no embroidery or amulet alone can save our land without struggle. The foundation of Ukraine is its people who do something for the country. But the cultural code of embroidery, embedded in our subconscious, gives us strength and inspiration to finally win the War for Independence.

Happy Vyshyvanka Day!

PS This is how the game's credits screen look like in the Demo-version which is already available. My son and I thought this photo would be appropriate in a game designed in the style of Ukrainian embroidery :)



Have you played the demo yet? If so, please write on the forum what you liked and what you didn't. What are your thoughts on the game?

Demo Released: Play Solo or Co-op! +Press Kit for Youtube creators



Today we're releasing the demo version of our game!

Threads of War merges Battle City mechanics with rogue-lite progression. The game, styled in Ukrainian embroidery, allows players to experience the liberation of Ukrainian cities during the first year of the full-scale war and can be played solo or in co-op.

The demo version will demonstrate all these features. You'll be able to evaluate the modernized Battle City mechanics, the roguelite progression, and the game's styling (while the screenshots may seem very striking, you'll see how quickly you can get used to the patterns in the demo), as well as the journey of liberating Ukrainian cities in 2022, and the option to play the game in co-op.

For those who enjoy experimenting, we have created an editor where you can create a unique location and play on it.



Here are the quantitative details of the demo version: players will be able to liberate 5 out of the planned 14 regions: Hostomel, Kyiv, Chernihiv, Sumy, and Kharkiv. There will be three types of enemy tanks, one boss, one music track, and a sufficient number of active and passive bonuses to evaluate the game mechanics.

The game features different levels of difficulty, each distinguished by the presence of new and interesting rules. To fully complete the game, all regions must be liberated across 10 difficulty levels, with each subsequent level unlocking after completing the previous one. The first three levels will be available in the demo version.

Overall, our game focuses less on reaction or accuracy and more on the ability to choose priorities correctly.



For example, you see a nearby bonus on the map that can give you an extra shield. If not collected within five seconds, it will disappear. Meanwhile, an enemy command tank passes by, which, if destroyed, can provide a temporary powerful boost. You also notice a slow, but fortified enemy approaching your headquarters. You need to quickly decide the order in which to act.

My son and I spent considerable time on prototyping and fine-tuning the game's feel, and we believe we have successfully captured that essence.

However, we would love to receive feedback from players about their experience—what they enjoy and what could be improved. This feedback will help us refine the gameplay and release a more polished game. Please leave your comments on the Steam forum.

[h2]For Youtubers[/h2]
To make it easier for you to create images for videos, we have compiled a set of game graphics in one folder: https://www.dropbox.com/scl/fo/sxp5qnbfbj1se0s40cgbt/h?rlkey=2yt7zbwpvtib4azp5eoghecub&dl=0