1941-11-20 · Eighteen days to Pearl Harbor

You know
what comes next.

A light on the hill on the way home, and then a war council in November 1941. It is not the past. The names of the people and of the ships are slightly wrong. On the phone in your pocket there is an app you have never seen — ATLAS. In this room, you are the only one who knows what happens eighteen mornings from now.

Playthroughs

How you win decides the next world.

Fight one nation through to the end and the next campaign begins somewhere else. America, Japan, China, Germany — ten nations. The same person, carrying the same tools, standing where the enemy stood last time.

ATLAS has twenty entries. Some unlock when you win. Others depend on how you ended it. End by negotiation and you gain a diplomatic mission; win as a small nation and you gain the small-nation bonus. Lose, and not one is added.

You bring only what you earned in the last world. The world itself starts from zero every time.

ATLAS
Elite Battleship SquadronUnlocked
War EconomyUnlocked
Opening Diplomatic MissionAvailable
Veteran Air GroupsRequirements not met
Seasoned ArmyRequirements not met
Inherited TechnologyRequirements not met
Minor Power HandicapRequirements not met
IronmanRequirements not met
Admiral's Record Room
Campaigns completed2
Nations completed2
Next Theatre
Modern FleetRequirements not met
Remain in this worldRequirements not met

What you change in eighteen days

You do not steer ships. You run the theatre.

Which waters to take first. How far to stretch supply. Where to spend research. When to commit to a landing. Headquarters decides, and only headquarters. And when the fleets meet, you choose: take the flagship's wheel yourself, or let the fleet fight it.

World strategic map
01 / World mapForward bases, sea lanes and air cover as one operational system. Watch the battles you want to see; everything else runs on the orders you already gave.
Force command
05 / Force commandTask forces, land-based air, ground armies. Orders only reach as far as supply does.
Naval battle
07 / Naval battleTake the flagship's wheel and the consorts hold your formation. Skill lives in the steering and the target you choose. Gunnery is automatic.

Screens and footage are from the development build. Ship models are placeholders.

Arriving with modern ethics

Stripping a territory pays best. Will you do it anyway?

Someone from the present carries more than technical knowledge. They carry a way of seeing things. Here that is not sentiment. It is arithmetic.

Occupation

Cooperation, military rule, terror, exploitation

Exploitation yields the most; coming to terms with the population yields the least. Govern by fear and, some time later, morale in the occupied lands falls and the enemy's resolve hardens. Decency feels like a loss at first, and shows its worth the longer you keep it up.

War morale

Victory means breaking the enemy's will to continue

Grind them down with industry, or shape a peace first. Without the outline of a settlement by the second year, your shipping runs short in the summer of the third. Preparing the peace has to begin while you are still fighting.

After the peace

Winning does not end history

A harsh settlement calls the next war. Playthroughs continue into the world beyond it.

Sides

The same tools, on the other side

Next playthrough you stand with the nation you fought last time. Seeing your earlier choices from across the line, with the same knowledge in hand, is part of this game.

The story — In the World I Come From

In the world I come from, they did not.

He said it plainly, in so many words.
"That does not guarantee it here. But I will take the wager."

The world of the game, written as five linked stories: one man, five nations. The first begins in the Cabinet Room in Washington.

  1. IVisitor to Two Oceans
  2. IIThe Oil Hourglass
  3. IIIThe Country That Lost Its Sea
  4. IVA Phenomenon Entered in the Record
  5. VIn the World I Come From
Read part one →

The worlds beyond

Is there an end?

Once the war in the base game is over, new stages appear in the ATLAS list. Three DLCs are planned.

DLC 1

Remain in this world — the Cold War

Stay in the world after the war ends, and guide the long postwar era to 1995.

DLC 2

Modern Fleet — alternate history

Through ATLAS, a modern fleet appears on the seas of 1941. You take command of it.

DLC 3

Power-up kit

Theatres beyond the base game, beginning with the struggle for South America.

Steam Early Access. Taking part in Steam Next Fest, October 2026. Three DLCs are planned. Languages: 日本語, English, 简体中文, Русский, Español, Português, Português (Brasil).