
Theater Alpha is a real-time tactical game about high-stakes decisions and limited second chances. You lead a 4-soldier squad through Alpine combat zones where stealth can turn into chaos in seconds, and every bullet counts.
The Hook: Strategic Rewind
You get 2 rewinds per mission. That’s your safety net. Use them to undo catastrophic mistakes, revive fallen soldiers, or try a different approach when your plan falls apart. But once they’re gone, every decision becomes permanent.
This isn’t an undo button you spam—it’s a strategic resource you agonize over using.
How It Plays
Scout or Strike: Your squad starts in stealth. Enemies won’t shoot first. You can creep forward, i…

Theater Alpha is a real-time tactical game about high-stakes decisions and limited second chances. You lead a 4-soldier squad through Alpine combat zones where stealth can turn into chaos in seconds, and every bullet counts.
The Hook: Strategic Rewind
You get 2 rewinds per mission. That’s your safety net. Use them to undo catastrophic mistakes, revive fallen soldiers, or try a different approach when your plan falls apart. But once they’re gone, every decision becomes permanent.
This isn’t an undo button you spam—it’s a strategic resource you agonize over using.
How It Plays
Scout or Strike: Your squad starts in stealth. Enemies won’t shoot first. You can creep forward, identify threats, coordinate angles... or go loud immediately and bet on firepower. Both approaches work. Both have consequences.
Slow-Motion Combat: When bullets fly, time slows automatically. This is your window to redirect fire, reposition under pressure, and make split-second calls that determine who lives and who doesn’t.
Resource Management: Soldiers carry limited ammunition (180 rounds). Magazines run dry. Reloads leave you vulnerable. Running out of ammo in a firefight is a real problem—and a valid reason to burn a rewind.
Permadeath (With Options): Lose a soldier and they stay dead... unless you rewind. No saves. No checkpoints. Just two chances to change history.
What Makes This Different
- Gauntlet missions where health and ammo persist across phases (coming soon)
- 4-soldier squads optimized for tactical depth without cognitive overload
- Deterministic combat where cover and positioning matter more than RNG dice rolls
- Stealth-to-engagement transitions that reward scouting but never punish aggression
This is XCOM-style consequence meets real-time action, wrapped in a rewind system that transforms mistakes into strategic choices.
Playtime: 15-30 minutes per attempt Replayability: High - every approach feels different
Controls:
- Left-click: Select soldiers (click or drag)
- Right-click: Move selected units
- Shift + Right-click: Look in a direction
- Change modes: Stealth/Engage toggle
- Engage All: Synchronized firing
Looking for feedback on:
- Did you feel tension before combat started?
- Did losing a soldier feel meaningful?
- What tactics did you try?