Solo-developed / active development

BATALIA | Persistent Extraction Shooter

A persistent extraction shooter where every visit leaves a mark on the raid for the players who come after you.

Steam page Coming soon Join Discord
Explore the systems
Target / all platforms
  • Windows
  • macOS
  • Linux
  • PlayStation
  • Xbox
  • Nintendo Switch 2
Implemented now
27 systems
In progress
6 systems
Needs resources
6 areas
Confirmed future
9 systems
Release target
Spring–summer 2027 Active development through 2030

01 / Systems in action

Built systems, presented as proof.

Recorded directly from the current build. Scroll through the chapters to inspect each system in motion and see what is already working today.

Feature proof / 01 Implemented + improving
TrueMesh Precision

Where you shoot, you hit.

02 / Verified development state

What exists today

Implemented In progress
01 Implemented

Persistent raid architecture

PvE and PvPvE raid state built to continue instead of resetting into short sessions

View capability
02 Implemented

Interactive 3D raid map

A 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 capability
03 Implemented

Authoritative netcode

120 Hz server simulation

View capability
04 Implemented

TrueMesh Precision

Every animation pose is evaluated server-side. You aim, you hit. Built against hitbox drift and continuously improved

View capability
05 Implemented

Persistent bullet-hole damage

Clothing, weapons, vehicles, floor items and world objects retain impacts. Weapons can be shot and damaged

View capability
06 Implemented

Vehicles

Drive 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 capability
07 Partial

Drones

Core 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 capability
08 Implemented

Character customisation

Equip 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 capability
09 Implemented

Persistent stash

Your character, owned vehicles and owned drones are all managed as part of the same persistent stash

View capability
10 Implemented

Tactical Bot AI

Two AI factions, Contractors and Marauders. Both coordinate, drive vehicles, form convoys, flank, lean, push, retreat and use survival behaviour. Continuously improved

View capability
11 Implemented

Integrated visibility + stealth

An 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 capability
12 Implemented

Party system

Build 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 capability
13 50%

Contracts

Post 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 capability
14 Implemented

Progression

Every 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 capability
15 Implemented

Atmosphere + volumetric clouds

Implemented atmosphere and volumetric cloud systems, alongside active dynamic weather with world wind simulation synchronised with temperature and other gameplay systems

View capability
16 Implemented

Volumetric snow

Accumulating volumetric snow retains movement trails, deforms under bodies and dragged players, and reacts to projectile impacts

View capability
17 Implemented

Kilometre-scale foliage

A 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 capability
18 Implemented

Building + terrain deformation

Dig anywhere, cut trenches, shape defensive ground and build a position inside the raid

View capability
19 Implemented

Advanced inventory

Grid 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 capability
20 Implemented

FPP / TPP camera

Both camera modes are implemented. The next update adds selectable FPP-only or combined TPP + FPP game-mode rules

View capability
21 Implemented

Contractor + Marauder system

Distinct Contractor and Marauder factions with their own roles in raids, AI encounters and contract activity

View capability
22 Implemented

Knockdown

Character incapacitation state

View capability
23 Implemented

Revival

Player and owned-bot recovery system

View capability
24 Implemented

Equipment patch system

Player equipment carries identity patches with the flag of the player’s country

View capability
25 Implemented

Achievements

Achievements come from natural play instead of pure grind, including social interactions, combat, looting and other real actions inside PvE and PvPvE

View capability
26 Implemented

Raid history

A complete record of every raid, including XP earned, cause of death, what killed you, eliminations and other deployment results

View capability
27 Implemented

Trader economy + pricing

Trader valuation, price and economy flow

View capability
28 Implemented

In-stash traders

Quests, economy, repair services, insurance and drone-battery charging outside the raid

View capability
29 Implemented

Marketplace

Player-to-player item market connected to the persistent item economy

View capability
30 85%

Optics

Collimator sights, holographic sights and PiP scopes with multiple reticle options

View capability
31 85%

Ballistics, penetration + ricochets

Projectile ballistics, material penetration and ricochet response

View capability
32 90%

In-raid traders

Trader interaction and economy operating inside the raid

View capability
33 70%

Temperature system

Environmental temperature drives fog, snow accumulation, how quickly snow melts and other weather-dependent gameplay states

View capability

03 / Development from 2024 through 2030

Timeline + remaining work

Release target Spring–summer 2027
  1. 2024 Development history

    Project development begins

  2. 2025 Development history

    Active development

  3. 2026 Development calendar
    JulAugSepOctNovDec
    Engineering
    Netcode + optimisation + polishing + bug fixing
    Milestone
    Closed demo
    Milestone
    Open demo
    Persistence
    Active now / expands after demo
  4. 2027 Development calendar
    JanFebMarAprMayJunJulAugSepOctNovDec
    Persistence
    Persistent raid programme continues
    Release
    Release target / spring–summer
    Live game
    Post-release development
  5. 2028 Development calendar
    JanFebMarAprMayJunJulAugSepOctNovDec
    Live game
    Active development continues
  6. 2029 Development calendar
    JanFebMarAprMayJunJulAugSepOctNovDec
    Live game
    Active development continues
  7. 2030 Roadmap horizon
    JanFebMarAprMayJunJulAugSepOctNovDec
    Live game
    Active development continues
In development now / expands after the October 2026 closed demo Persistent raid programme
01 In development
Persistent PvPvE raids

No raid timer. The active raid continues while players live, build, fight and trade inside it.

02 In development
Inherited PvE raid state

After you leave a PvE raid, another PvE player can enter that same raid and find the world state and items you left behind.

03 In development
Dynamic loot + random spawns

Loot and encounters are generated dynamically instead of following a fixed session script.

04 After demo
Persistent fortification extensions

Expanded defensive construction for the persistent raid programme.

05 After demo
Persistent beacon airdrops

A player-funded beacon opens a 30-minute sequence of supply waves, loot drops and tactical attacks with possible contractors and convoys.

06 After demo
Bring a friend into an active raid

Friendly players can enter a live PvE or PvPvE raid through a beacon, extraction point or special location under limited re-entry rules.

07 After demo
Contract extensions

Recover valuables or a contract target, hunt hidden loot and complete specialised player contracts.

08 After demo
Return rules

A PvE player may return to a previous raid when a slot is available. Death closes that route back into the raid.

Confirmed future systems

Helicopter systemHelicopter physics, AI pilots, patrol routes, tactical insertions at points of interest and airborne attacks on players
Tactical pressureCoordinated bots attack with roles, sniper coverage, ground pushes, retreats, contractors and convoy intelligence
Drone questsDrone progression and task line
3D post-raid analysisVisual review of movement, hits and raid events
GoPro-style spectator viewSpectate another player through a cinematic body-mounted action-camera POV, as if watching footage captured on a GoPro
Melee attacksClose-range player combat system
Real-time in-raid contractsContracts created, accepted and resolved while a raid is active
Map interaction systemsPlayer interaction with functional systems distributed throughout the map
In-stash craftingFound items become useful for crafting in your stash, vehicle customisation and drone development instead of existing only to be sold

04 / Funding BATALIA

The game needs more than working code.

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.

Kickstarter In preparation
Current production reality One developer can build the systems, but cannot produce every asset alone.
Team today
1 developer
World asset library
3–5%
Planned maps waiting
Spring + winter
What funding produces

From placeholders to production content.

Every contribution opens production work that cannot happen today.

01 · Placeholders today

Production weapons

The weapon systems work, but the current models are placeholders. Funding pays for a real weapon library, attachments, materials, LODs and finished animations.

02 · Content library needed

More gear + equipment

Clothing, armour, rigs, helmets, backpacks, camouflage and equipment variants require dedicated character art and production time.

03 · Production assets needed

More vehicles

The vehicle systems exist. More complete vehicles still need interiors, cargo layouts, damageable components, variants, materials and LODs.

04 · Production has not started

World + two maps

Buildings, bunkers, interiors, industrial sites, props and vegetation are needed before the planned spring and winter maps can enter production.

05 · More sets required

Animation coverage

Every weapon, item, vehicle and interaction needs production-ready handling, reload, movement and world animation sets.

06 · Recording + licensing needed

A complete soundscape

Weapons, impacts, footsteps, gear, vehicles, weather and ambience must be recorded or licensed, then edited, mixed and integrated.

Without funding Systems continue, content waits.
With funding Weapons, worlds, vehicles, gear, animation and sound move in parallel.
Alin Tabuci, founder and developer of BATALIA
Alin Tabuci Founder + developer
Role needed 3D Character Artist
Role needed 3D Environment Artist
Role needed Community Manager
Role needed Gameplay Animator

05 / The person behind BATALIA

One developer built the foundation. Funding builds the team.

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.

Delivered
60+ commercial projects
Experience
9 years
BATALIA today
1 developer

06 / Persistent by design

Why “Another” Extraction Shooter?

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

LORE OF BATALIA

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

Direct contact

BATALIA / WORK IN PROGRESS © 2026 BATALIA