[HN Gopher] OpenFront: Realtime Risk-like multiplayer game in th...
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       OpenFront: Realtime Risk-like multiplayer game in the browser
        
       Author : thombles
       Score  : 179 points
       Date   : 2025-07-11 06:27 UTC (16 hours ago)
        
 (HTM) web link (openfront.io)
 (TXT) w3m dump (openfront.io)
        
       | tkzed49 wrote:
       | this looks cool but I'm really struggling to figure it out. I
       | started a single player game which was really confusing until I
       | realized I needed to click somewhere to choose my starting
       | position.
        
       | qalmakka wrote:
       | Super addictive. To be fair, I still don't really get what the
       | best strategy is, especially at the beginning, so I'm getting
       | steamrolled by human opponents pretty easily...
        
         | sparsely wrote:
         | I can't work out what the best ratio of soldiers/workers in. It
         | seems that for the first 30 seconds or so you need almost all
         | soldiers to expand fast, but after that?
         | 
         | There's a lot of luck involved too, sometimes you'll just get
         | dogpiled by two neighbours and there's not much you can do, but
         | at least it's fast.
        
           | firejake308 wrote:
           | IME, ports generate way more income than workers, so I go for
           | pretty much fully soldiers
        
           | diggan wrote:
           | > I can't work out what the best ratio of soldiers/workers
           | in.
           | 
           | In the beginning I tried out a bunch of ratios and never
           | found any strategy that seemed to have worked. Now I just
           | leave it on default for entire runs, won a handful of times
           | in free-for-all, seems to work out OK for most cases.
           | 
           | In the first ~1 minute or so I keep 1K soldiers "at home" at
           | all times, and whenever it goes above, I send them out in the
           | "non-taken land", so basically medium-sized expansions until
           | there is no land left. Then start attacking bots in the order
           | of the money they have available, and once there is no bots
           | left, start attacking humans.
        
         | Jyaif wrote:
         | Your population growth depends on your population size, so you
         | have to not over expand at the beginning.
         | 
         | Get allies at the beginning so that you may aggressively
         | conquer bots without worrying about being conquered. Those ally
         | may cross you, but they'll have a penalty so they are
         | disincentive to do so.
        
           | pastage wrote:
           | It is amount of population and how much room is left so you
           | want to continuously kill off soldiers to have a good
           | growth/conquer ratio.
        
             | Kinrany wrote:
             | The speed of capturing depends on the ratio of soldiers
             | attacking/defending. It appears to be better to accumulate
             | extra soldiers and then do a big push
        
       | tamat wrote:
       | You must plant your nation during the generation fase, otherwise
       | you wont exist in the game!!! (took me 10 minutes to figure out)
        
         | ivolimmen wrote:
         | Thank you; I thought I was the only one that did not get that
        
         | swiftcoder wrote:
         | Yep. I had to lookup a tutorial on YouTube to figure out what I
         | was doing wrong...
        
       | AndyMcConachie wrote:
       | I discovered this game through Ultimus Rex's Youtube channel. I
       | recommend watching him play a couple times before diving in.
       | 
       | https://www.youtube.com/@ultimus_rex40
        
         | petercooper wrote:
         | Another good player to watch is Corgi Circus who came to the
         | game through being popular in the Territorial.io world, a
         | similar but far simpler game:
         | https://www.youtube.com/@CorgiCircus - https://territorial.io/
         | is worth playing as an alternative if you only have 5 minutes
         | to spare though but the strategy is quite simple.
        
           | hombre_fatal wrote:
           | The last thing I need in my life is to get competent at these
           | quick pick up and play multiplayer browser games. Sheesh.
        
         | diggan wrote:
         | What's the fun in that? Almost half the fun of finding a new
         | game is discovering how it works by trial and error. Watching
         | hours of someone else playing a game I just picked up seems
         | self-defeating. Are there really people who want to start new
         | games and being good at them from the get go?
        
           | remram wrote:
           | Different people enjoy different things. Personally I don't
           | have much interest in playing but I did enjoy watching
           | Ultimus Rex's gameplay while doing other tasks.
        
         | therealbilliam wrote:
         | same! popped up on my youtube feed and i've been watching
         | almost everyday
        
       | khalic wrote:
       | I would have given it a try if you didn't implement that
       | deceptive GDPR notice with 30 switches you have to manually
       | unselect
        
       | psc007 wrote:
       | It is open source! Check out to GitHub and discord to contribute!
       | 
       | https://github.com/openfrontio/openfrontio
       | 
       | It is heavily inspired by territorial.io .
       | 
       | One of the contributing devs made an open source version:
       | warfront.io, which openfront is forked from and then heavily
       | developed.
       | 
       | Warfront did not have any multiplayer so Evan, the creator of
       | openfront, made it multiplayer and together with contributors
       | made lots of new features.
       | 
       | Recently there has been some new activity on the warfront repo.
       | Warfront added webgl rendering, and hopefully Openfront will have
       | be inspired. Openfront does not work nicely on mobile and low end
       | devices currently.
        
         | diggan wrote:
         | > Recently there has been some new activity on the warfront
         | repo
         | 
         | Yeah, seems there is a for-profit company running the show now,
         | so expect some squeezing in the mid-to-long term.
         | 
         | Also, latest gameplay change seems to be trains, anyone had
         | time to play around with it yet? I've played quite hours of
         | Openfront and not sure how I feel about the train addition yet.
        
           | psc007 wrote:
           | For-profit company running warfront or openfront?
           | 
           | All the developing of openfront is done for free by
           | contributors, unless something changed the last week or so
        
             | diggan wrote:
             | > For-profit company running warfront or openfront?
             | 
             | Talking about OpenFront. Seems to be run by a "OpenFront
             | LLC", supposedly based in "SACRAMENTO, CA 95816" according
             | to their privacy policy. Playwire (A "revenue amplification
             | company") is also involved somehow into the operations, as
             | you get redirected there when you hit "Advertise with us"
             | link, I'm guessing they might be the publisher or
             | something?
             | 
             | As for the actual people working on the codebase, it seems
             | like there are two main authors which based on the activity
             | seem to be full-time employees working on the project, or
             | at least contractor-based.
        
               | openfront wrote:
               | I'm the creator of OpenFront. I created an LLC mostly for
               | tax purposes, but I maintain 100% ownership. No
               | publishing company involved.
               | 
               | Playwire is ad company I'm partnering with. I recently
               | quit my job to work on this full time, so need to figure
               | out some form of monetization.
        
               | diggan wrote:
               | Thanks a bunch of clarifying all the details! Maybe worth
               | putting the info in some FAQ or somewhere on the website
               | as well, always good to have somewhere for when people go
               | looking :)
               | 
               | Thanks a bunch for OpenFront as well, it's a really fun
               | game I've spent lots of hours with already, although it's
               | really hard :P Excited to see how the trains will be
               | worked in, but it's also really enjoyable as it is so
               | again, thanks for working on it!
        
               | oaiey wrote:
               | Thanks for the game!
        
         | pastage wrote:
         | On mobile I go for Coop and try hard to just support other
         | players, by giving troops to the right player. Having good
         | backend players is vital in Coop.
         | 
         | Sadly communication and cooperation is very hard.
        
       | thombles wrote:
       | If you're planning on diving in, the linked "how to play" video
       | is two minutes long and gets the basics across very effectively:
       | https://youtu.be/jvHEvbko3uw
        
       | mehwoot wrote:
       | Love this game, fast paced multiplayer that's super strategic.
        
       | brumar wrote:
       | 20 years ago I was addicted to a game like that named
       | Globalcombat.com. Good times. Few years ago it was still alive.
       | Now it seems gone.
        
         | ivape wrote:
         | Risk Games are kind of niche but have a hardcore base. Check
         | out Risk Legacy SC2 custom map, and Line Wars on Steam.
        
           | pantulis wrote:
           | I would argue that Risk games are not that niche, but I am
           | currently too busy conquering 18 territories with 2 armies at
           | least.
        
             | ivape wrote:
             | I'm speaking for its place in video games. Stuff like
             | Hearts of Iron and Diplomacy are birthed from Risk but are
             | extremely niche. In fact, for fully graphical video games,
             | they often have board-game like communities (the games have
             | no QoL systems like match making, you'll have to organize
             | it yourself on Discord). For example, the QoL to be able to
             | jump into a lobby like the one posted here is not available
             | in $50 dollar Risk-like/Diplomacy-like games. You can't
             | even do that in 4x grand strategy multiplayer games. It's a
             | got a long way to go. It took some time until all the
             | concepts of DND got fully fleshed out into graphical RPGs
             | and MMOs. I hope the same happens with the Risk-line of
             | games, but it may also forever be niche.
             | 
             | This game right here is a offspring of SC2 Risk Legacy map:
             | 
             | https://store.steampowered.com/app/1309610/Line_War/
             | 
             | Inspired form (imho):
             | 
             | https://sc2arcade.com/map/1/181632/
             | 
             | Both games have a small, dedicated community. Line wars
             | usually require people in Discord to gather people for
             | games.
             | 
             | The compelling thing about Risk games is that once you make
             | it past the early game, it quickly shifts into a
             | sophisticated social game where you have to LARP
             | geopolitical diplomacy since most countries/armies are too
             | big (entire sovereign nations) by the end game.
        
       | notsylver wrote:
       | I'ts fun, I think it needs queues for different game modes
       | because with 150 players you almost always get horded by
       | neighbours. Being able to queue for a team game would make it a
       | bit easier to learn I think
        
         | diggan wrote:
         | There is a singleplayer mode too, which is how I learned to
         | play before jumping into multiplayer.
        
       | jonwinstanley wrote:
       | Haha - what is going on? How do I play this?
       | 
       | Is there a way to get more UI or feedback?
        
       | maelito wrote:
       | Very addictive. Beware.
        
       | bbno4 wrote:
       | been playing this for months, absolutely love it
        
       | gryn wrote:
       | ended nuking my self by mistake and tanking my run, wish it was
       | in a separate menu than all the buttons for building stuff, I
       | assumed clicking it meant I was building more nuclear facilities.
        
       | ivape wrote:
       | You need to make it clear what my starting position and color is.
        
         | diggan wrote:
         | It's where you click and then the node that has a thick yellow
         | outline around it. But I agree, the whole startup/placement
         | sequence should be made a lot more explicit and user friendly.
        
           | ivape wrote:
           | It's very fixable. Everything else is amazing, I love it.
        
       | ourmandave wrote:
       | A feature request would be a [Rage Quit] command that simulates
       | flipping the table when I'm playing against siblings who keep
       | taunting me while they crush my armies.
       | 
       | Raaaaaaugh!!!
        
       | nmeofthestate wrote:
       | By no means Risk-like IMO - territorial.io-like.
        
       | picture wrote:
       | The coming update has trains and factories! The game is mainly
       | about managing compounding growth with discrete losses (having
       | more land and cities increases you population cap, and your
       | population follows a logistic curve, so you want to reserve an
       | amount of population to maintain growth, and it's programmed so
       | that you want to use a discrete amount for attacking instead of a
       | constant trickle)
       | 
       | A good strategy that works well for me is to prioritize
       | moneymaking and win by cleaning up a nuclear wasteland. Some tips
       | for that strategy aka trademaxxing:
       | 
       | * The fastest way to make money is to get lots of ports and ally
       | with people near and far. Boats give you more gold depending on
       | their distance traveled
       | 
       | * Set up turtled-in bases on islands and have warships patrolling
       | near them to shoot down potential land invasions. This combined
       | with your small land area will make it less appealing for the big
       | countries to focus on you
       | 
       | * Once you have enough funds for a MIRV, maintain strategic
       | deterrence by having multiple missile silos - so you can launch
       | the MIRVs any time
       | 
       | * Continue to trademaxx and wait for the big countries to nuke
       | each other into oblivion
       | 
       | * Once the time is right (and you have enough funds for multiple
       | MIRVs), move in to clean up the nuclear wasteland. Get some
       | cities but don't spend too much money. If another country starts
       | attacking you at this point, you can MIRV them again. You are
       | also much more resistant to MIRVs since your assets are in money
       | instead of structures and can rebuild quickly
        
       | eamag wrote:
       | A quick guide on how to not get destroyed right away:
       | Select a grassland patch somewhere on the edge without many
       | players around, many bots and an access to a see/river. More
       | advanced version would be to start in a center and do more
       | diplomacy later.              Send 20% of troops right away when
       | game starts, then move a slider in a bottom left (attach ratio)
       | to 35% and expand every time you get 40% of your population (like
       | 6k, 8k, 10k checkpoints). Avoid PvP.                   When there
       | are no more free land left, start conquering bots. Try to
       | encircle them, because you will annex them without spending
       | troops, otherwise just try to get ones located on mountains last,
       | because there's a penalty on mountains. You'll get gold every
       | time you finish out the nation, spend this gold on cities first,
       | then ports and some good forts to defend yourself.
       | The shift from PvE to PvP must be deliberate and opportunistic.
       | Only attack when you have an advantage like when they're busy
       | with another war, too expanded. Get some allies because breaking
       | an alliance gives a penalty. Don't rush to conquer as it will
       | make you weak in a short term.                   Pick a strategy
       | for your mid-game:                  City-Maxxing - this strategy
       | involves investing heavily in Cities to achieve an enormous
       | maximum population cap. A player with many cities can field a
       | colossal army, aiming to overwhelm opponents through sheer
       | numbers and a rapid troop regeneration rate. This is a land-
       | centric, brute-force approach.
       | Trademaxxing - this strategy focuses on building numerous Ports
       | to create a vast trade network. The goal is to generate immense
       | quantities of gold, which is then used to fund a powerful navy
       | and a large nuclear arsenal. This is a sea-centric, wealth-based
       | approach that aims to win through economic and technological
       | superiority.                   In the late game build Missile
       | Silos and SAMs in fortified, mountainous locations, break some
       | alliances with a huge attach armies, or break defenses with
       | nukes.                   To win launch MIRV on a biggest threat
       | and swarm the area
        
       | Bengalilol wrote:
       | Another rabbit hole. Great experience.
        
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       (page generated 2025-07-11 23:00 UTC)