







Games Like Internal Conflict
A 200-player war for one American valley. The Cold War ended the other way, and in 1999 the former USA is at war with itself. One persistent front across a real 20 x 24 km Tennessee river valley: dig trenches, haul supplies, hold the line. Free to play. Never pay to win.
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Match strength key:80+65+50+<50Internal Conflict
SteamAbout Internal Conflict
A 200 PLAYER WAR FOR ONE AMERICAN VALLEY
The Cold War ended the other way.
The United States did not lose a battle. It lost a bet. The men who owned its energy and its
appetite decided the future belonged to the other system, and by the time anyone noticed, the
country had been signed over from the inside. What stands now is a captured America: the
Soviet backed USSA, its federal stencil on every hood, against the Homegrowns, an internationally
supported resistance with no factory of its own and no intention of stopping.
Main Street has a propaganda billboard on it. The diner is still open. The war is two years old
and it is not going anywhere.
Internal Conflict is a large scale military simulation for 200 players on one persistent front.
It is a shooter first, a sandbox game second, and it means both of those completely.
WHAT YOU ACTUALLY DO
You spawn at a barracks that belongs to you, draw a weapon that a player physically delivered
there, get moved to a contested position by a driver who chose that job on purpose, and fight over
a strip of ground with a hundred other people on your side. Then you hold it, or you lose it, and
the line on the map moves for everyone in the war, including the people who log in after you leave.
Every system below exists to serve that one sentence.
ONE WAR, NOT A MATCH
There is no queue, no lobby, no countdown, no round timer. You join a war already in progress and
it keeps running after you log off. The front you left is the front you come back to.
A war can still be won. Push the other side three full levels of advance out of the region and that
war ends. It is deliberately built to resist snowballing, so the honest shape of a war is a
grinding stalemate that heaves back and forth for days, punctuated by pushes that cost something.
THE FRONT, AND HOW IT MOVES
The live battlespace is a band of ground twenty kilometers wide that slides north and south across
the valley as the fighting moves. Seven zones are contested inside it at any one time.
The commander of each faction designates which positions in a sector become that faction's zones,
so the map is a live planning surface rather than a scoreboard.
LOGISTICS WINS WARS
There are no tickets. Nothing is conjured.
Spawns, weapons, ammunition and equipment are physically delivered from headquarters and supply
nodes before anyone can spawn or draw gear at a position. Every category carries its own count, and
spawning burns from it. Starving a base is not a metaphor here. It is the actual way you choke a
faction out of a sector.
That makes the supply run a frontline job. Cutting a road matters as much as winning the firefight
on it. The truck driver wins wars too, and the game keeps the receipts.
COMMAND AND SQUADS
A full chain runs from Commander to Platoon Leader to Squad Leader to squad, named to each
faction's own doctrine. Squads carry the fight. Leadership is a job with actual authority over
where the faction's effort goes, not a cosmetic badge.
[h2]DIG IN[/h2]
Grab a hatchet. Drop trees. Build fortifications and dig trenches where you need them, not where
the map says you may. Experience earned from deliveries into a base buys builds and upgrades at
that base, so a position's shape is a record of the work players poured into it. Two weeks into a
war, the signature of a front is entirely what the players put there.
HOME IS A PLACE
Headquarters is a barracks with your bunk, your footlocker and your armory, per player, per squad
and per platoon. Spawning forward at a contested position is deliberately the opposite: fast,
functional, characterless. One is somewhere to come back to. The other is a foothold.
DEATH, RESCUE AND CAPTURE
Dying costs you something without ending your evening. Gear and cosmetic items degrade and drop,
and an item that dies twice is gone from the world permanently, so the good stuff genuinely
circulates and genuinely runs out.
Anyone can revive anyone, including enemies. You can restrain and capture a player instead of
killing them, which turns a losing firefight into a negotiation, a prisoner, and a story nobody
scripted.
PROGRESSION THAT NEVER BUYS A KILL
Your character persists and improves across every war you fight in: lockpicking, hotwiring,
crafting speed, stamina, and other quality of life skills that make you a more useful person on
the field.
Nothing you unlock, earn, grind or buy will ever give you a combat advantage. That is a design law
we wrote down before we wrote the game, not a launch window promise.
LOOT THE COLLAPSE
Late eighties American arsenals meet Soviet bloc steel. Your faction's patron decides your standard
kit, your uniforms, your vehicles and the look of every town it holds.
Then there is everything the country left lying around. Homes, hideouts and back rooms across the
valley hold rare and strange weapons from a place that stopped moving in 1989. Some are practical.
Some are legends. All of them can be taken off your body by whoever kills you.
THE JOURNALIST
A neutral third faction plays the war unarmed.
Journalists spawn at either faction's base, at neutral press locations and in towns, and they earn
from what they actually get on camera: a kill in frame, a capture in frame, a revive, an interview,
a surrender, a flag changing hands. That money can fund a squad to go take an objective so there is
something worth filming. Protection without invincibility, and a completely different game living
inside the same war.
ONE REAL VALLEY, 194 SQUARE MILES OF IT
A twenty by twenty four kilometer slice of the Tennessee River valley west of Chattanooga, built to
scale from real elevation data. Five million trees. Hundreds of miles of real roads. Appalachian
ridges, river flats, towns you fight through building by building, and one enormous bridge everyone
will learn to fear.
It is one map because it is one war. You will know this valley the way you know a neighborhood.
HOW LONG IS A SESSION
As long as you want it to be. Twenty minutes is a supply run that keeps a sector breathing. Two
hours is holding a zone through three assaults. A war runs for days across thousands of player
sessions, and it does not need you present to continue. Drop in, matter, log off, come back and
find the map changed.
FREE TO PLAY. PLAY FOR FREEDOM.
The entire game is free. Both factions, the journalist, every role, every weapon, every vehicle,
the whole valley and every system described on this page are included at no cost and stay that way.
Purchases are cosmetic only and never touch combat. No premium ammunition, no paid progression, no
paid access to a faction or a piece of ground, no fine print.
Come hold the line.
Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.
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