Persistent raid architecture
PvE and PvPvE raid state built to continue instead of resetting into short sessions
View capabilitySolo-developed / active development

A persistent extraction shooter where every visit leaves a mark on the raid for the players who come after you.
01 / Systems in action
Recorded directly from the current build. Scroll through the chapters to inspect each system in motion and see what is already working today.
02 / Verified development state
PvE and PvPvE raid state built to continue instead of resetting into short sessions
View capabilityA fully interactive 3D map lets you pan, rotate and zoom from the complete raid overview down to local landmarks, while tracking your live position and available extraction points
View capability120 Hz server simulation
View capabilityEvery animation pose is evaluated server-side. You aim, you hit. Built against hitbox drift and continuously improved
View capabilityClothing, weapons, vehicles, floor items and world objects retain impacts. Weapons can be shot and damaged
View capabilityDrive an owned vehicle into a raid, use its persistent cargo storage and extract it solo or with your party. Wheels, windows, engine, radiator, doors and armour retain individual damage and penetration states. Camouflage and appearance customisation persist with the vehicle.
View capabilityCore flight and interaction logic exists. Damage is component-based, so propellers can be destroyed and a drone carrying explosives can detonate. Jamming can deny control, while anti-drone mesh can protect a position. Depending on its attachments, a drone can drop explosives, detonate on impact or be triggered on command as a kamikaze platform. Limited extra armour and interchangeable frames will support different builds. Attachment assets, customisation items and more variants based on real drone platforms used in Ukraine need resources
View capabilityEquip any clothing you acquire from another player or buy it from a trader. Choose from 20+ camouflage options, buy trader items in the camouflage you want and purchase persistent camouflage that stays saved on your clothing
View capabilityYour character, owned vehicles and owned drones are all managed as part of the same persistent stash
View capabilityTwo AI factions, Contractors and Marauders. Both coordinate, drive vehicles, form convoys, flank, lean, push, retreat and use survival behaviour. Continuously improved
View capabilityAn authoritative visibility system makes stealth a real gameplay option. Bot perception responds to your stance and movement, concealment from bushes and foliage, solid cover such as trees, and the actual depth and compaction of volumetric snow. Slow down, break line of sight or hide in vegetation and snow to become harder to detect.
View capabilityBuild a raid party of up to 5 players. When your party enters and extracts with a vehicle, the raid-finished screen lets you split the loot recovered in that vehicle.
View capabilityPost rewards for players to source items. Hired bots deploy with you as members of your raid party and follow radial commands to loot, attack or extract. Their loot reaches your stash. The wider contract set covers convoys, helicopter crashes, airdrops, recovering valuables or a contract target, hidden-loot hunts, real-time raid contracts, repairs, object defence, NPC escorts, convoy interception, location investigation, system activation or shutdown, bounty hunts, world bosses, contraband deliveries, bot revival and hunting contractor groups
View capabilityEvery action can award XP. Extracting with friends grants XP. Extracting alongside non-friends or enemies grants more, with many other progression triggers across the raid
View capabilityImplemented atmosphere and volumetric cloud systems, alongside active dynamic weather with world wind simulation synchronised with temperature and other gameplay systems
View capabilityAccumulating volumetric snow retains movement trails, deforms under bodies and dragged players, and reacts to projectile impacts
View capabilityA highly optimised foliage pipeline for kilometre-scale maps. Vegetation is procedurally generated and baked ahead of runtime, producing broad fields with different species mixes, densities and placement patterns at minimal runtime cost
View capabilityDig anywhere, cut trenches, shape defensive ground and build a position inside the raid
View capabilityGrid and nested inventory with an integrated weight system, filters, sorting, presets, auto-equip kits, compatibility filters, move-all-extracted actions, area selection, multi-select and additional quality-of-life tools
View capabilityBoth camera modes are implemented. The next update adds selectable FPP-only or combined TPP + FPP game-mode rules
View capabilityDistinct Contractor and Marauder factions with their own roles in raids, AI encounters and contract activity
View capabilityCharacter incapacitation state
View capabilityPlayer and owned-bot recovery system
View capabilityPlayer equipment carries identity patches with the flag of the player’s country
View capabilityAchievements come from natural play instead of pure grind, including social interactions, combat, looting and other real actions inside PvE and PvPvE
View capabilityA complete record of every raid, including XP earned, cause of death, what killed you, eliminations and other deployment results
View capabilityTrader valuation, price and economy flow
View capabilityQuests, economy, repair services, insurance and drone-battery charging outside the raid
View capabilityPlayer-to-player item market connected to the persistent item economy
View capabilityCollimator sights, holographic sights and PiP scopes with multiple reticle options
View capabilityProjectile ballistics, material penetration and ricochet response
View capabilityTrader interaction and economy operating inside the raid
View capabilityEnvironmental temperature drives fog, snow accumulation, how quickly snow melts and other weather-dependent gameplay states
View capability03 / Development from 2024 through 2030
Project development begins
Active development
No raid timer. The active raid continues while players live, build, fight and trade inside it.
After you leave a PvE raid, another PvE player can enter that same raid and find the world state and items you left behind.
Loot and encounters are generated dynamically instead of following a fixed session script.
Expanded defensive construction for the persistent raid programme.
A player-funded beacon opens a 30-minute sequence of supply waves, loot drops and tactical attacks with possible contractors and convoys.
Friendly players can enter a live PvE or PvPvE raid through a beacon, extraction point or special location under limited re-entry rules.
Recover valuables or a contract target, hunt hidden loot and complete specialised player contracts.
A PvE player may return to a previous raid when a slot is available. Death closes that route back into the raid.
04 / Funding BATALIA
The core systems are being built. Much of the content you see today is placeholder, limited or still missing. Funding turns those systems into a complete, believable world.
Every contribution opens production work that cannot happen today.
The weapon systems work, but the current models are placeholders. Funding pays for a real weapon library, attachments, materials, LODs and finished animations.
Clothing, armour, rigs, helmets, backpacks, camouflage and equipment variants require dedicated character art and production time.
The vehicle systems exist. More complete vehicles still need interiors, cargo layouts, damageable components, variants, materials and LODs.
Buildings, bunkers, interiors, industrial sites, props and vegetation are needed before the planned spring and winter maps can enter production.
Every weapon, item, vehicle and interaction needs production-ready handling, reload, movement and world animation sets.
Weapons, impacts, footsteps, gear, vehicles, weather and ambience must be recorded or licensed, then edited, mixed and integrated.

05 / The person behind BATALIA
Before BATALIA, I delivered more than 60 commercial software projects across nine years. I moved into game development to put that experience toward something more complex, more ambitious and built for a much longer future.
My goal with BATALIA is to build an extraction shooter fundamentally different from the rest: persistent raids, player-shaped spaces and systems that let every visit leave a mark. Today, I build it alone. Funding brings in the artists, animators, sound designers and content production that a one-person team cannot cover in parallel.
06 / Persistent by design
Short answer: it isn’t.
This is the next step towards realising the TRUE extraction shooter concept.
Most games in the genre place players in a 35-minute session with no history: a small map, a hard time limit, a repetitive and predictable loop, then a complete reset.
BATALIA realises the extraction shooter idea in full. It is a sandbox built around never-ending PvPvE or PvE raids, shared PvE raids that remain active as players come and go, terrain reshaped through construction and digging, in-raid trading, dynamic player and loot spawns, online and offline contract systems inside the raid, and much more. Together, these systems make the time you spend in a raid persistent.
The point is to give players enough freedom, and enough persistent systems, for every visit to leave a mark. The people inside the raid shape what happens next instead of simply replaying a route designed for them.
Extraction ends your visit. What you leave behind becomes part of its history.
07 / Fictional game history · 2020–2030
BATALIA is set in the Republic of Moldova between 2020 and 2030, as the country moves towards joining the European Union.
Russia has spent years recruiting local operatives and bringing military contractors into the region under civilian cover. Their task is to destabilise Moldova and undermine its ties with Europe. When the first armed clashes break out, much of this network is already in place. Its members have local contacts, access to supplies and somewhere to go when government troops arrive.
The Moldovan army is deployed to retake occupied settlements and secure transport routes. There are not enough troops to maintain a permanent presence everywhere. A unit can clear a road and reopen it to traffic, only for its convoys to come under attack a few days later. Sleeper cells continue operating in government-held areas, targeting infrastructure and military personnel. With communications disrupted and supplies becoming unreliable, some local authorities abandon their posts.
The loss of control gives other groups room to operate. Criminal networks take over supply routes and charge for passage through their checkpoints. Former soldiers form independent units, while marauders loot evacuated homes and warehouses. Mercenaries arrive from abroad, finding work with factions and private clients. Disputes over payment, stolen cargo or access to fuel regularly lead to more fighting.
Moldova quietly requests assistance from several European states. They are unwilling to send their own armed forces, but allow private military companies and foreign contractors to support the Moldovan army. These groups escort supply convoys, protect key infrastructure and take part in operations against hostile formations. Cooperation depends on the assignment and who is paying for it; their presence does not put every foreign contractor under government command.
Conditions vary considerably across the country. A town may still have a working administration, shops and an army garrison, while the road to the neighbouring village is controlled by an armed group. Deliveries have to be negotiated. Residents travelling to work or looking for relatives can find that a checkpoint has changed hands overnight. Local officials sometimes make arrangements with the same groups the army is trying to remove.
As the conflict drags on, factions become established in the areas they occupy. They control warehouses, distribute supplies and decide who can pass through. People who remain in these areas have to deal with them, regardless of their loyalties.
Fighting continues around bridges, fuel depots, settlements and the roads between them. Taking a junction can reopen a district to government supplies or leave an army position cut off. Holding it requires troops and resources that may be needed elsewhere. BATALIAS will determine how much territory the Moldovan government can recover, and which armed groups remain in control long enough to become a permanent part of the country’s future.
08 / Contact