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Next Sortie HoursFrom 10/13 21:00 (Tue)

Daily Sortie Hours: from 10/13 21:00 (Tue). That's when FRONT series players gather for online matches.

War Room list
Illustration of squads facing each other across a ridge, breaking up the enemy's footing with arcing artillery fire

QUICKGAMESARENA / ARTILLERY

CANNONFRONT — Artillery front —

One shot
changes the front.

Read the wind. Trace the arc. Shift the battle—ground and all.
A turn-based artillery game playable from 1v1 to 4v4.

Choose by goal
Free guest play, no sign-up / Phone, tablet and PC / Play solo with AIKey art is for illustrative purposes only.

IN-GAME CAPTURES

Actual gameplay

PC screenshots from the October 2026 version. Open an image to see it larger.

CANNONFRONT · Read the wind. Trace the arc. · Actual gameplay

Read the wind. Trace the arc.

CANNONFRONT · Bring down the ground with every impact. · Actual gameplay

Bring down the ground with every impact.

CANNONFRONT · Deploy in battles of up to 4 vs 4. · Actual gameplay

Deploy in battles of up to 4 vs 4.

CANNONFRONT · Sharpen your skills in the story. · Actual gameplay

Sharpen your skills in the story.

CANNONFRONT · Play solo or with friends. · Actual gameplay

Play solo or with friends.

A LITTLE ANGLE. A BIG DIFFERENCE.

The enemy isn't your only target.

01 / AIM

Make the wind your ally.

Choose your angle and power to send shells beyond the ridgeline. Use the faint no-wind, 100% power marker as your guide, and read the wind and how much power to use. Practice mode also shows the actual trajectory.

02 / BREAK

Bring them down from the ground up.

Explosions carve away the terrain, and unsupported earth collapses. One blast that takes out your enemy's footing can overturn a gap in HP.

03 / APPROACH

Change your range.

Cannons at long range, guns at mid range, swords up close. Choose your weapon before you move, and create the distance you want to attack from.

CHOOSE HOW THE BATTLE ENDS

Take careful aim, or race the rising water?

Default setting

Rising water off

The sea level doesn't rise, even in the late game. Dig into the terrain, break down footing, and fight it out with shelling and positioning to the very end. Rising water is off by default. The setting you choose carries over to next time.

Optional endgame rule

Rising water on

The original endgame rule. As the match goes on, the sea level rises and the lowest footing becomes unusable first. The call to retreat to high ground, or to cut off your enemy's escape route, decides the battle.

You can pick the endgame rule before setting up an AI match, practice, or War Room. The room host can also change it in sortie prep with "Change endgame rule" before round 1 starts. Changing it resets everyone's Ready status, so press Ready again.

Even with rising water off, falling into the sea that's there from the start knocks you out, regardless of HP. Be careful not to carve away too much of the ground under your feet.

Time-outs are decided by remaining HP percentage.
The standard time limit is 20 minutes. Each trooper's remaining HP percentage is averaged across the whole team, with knocked-out troopers counted as 0, and the side with the higher average wins. Ties are draws. Matches with and without rising water are recorded in separate ratings.

Read the terrain. Pick your battlefield.

A new battlefield calls for a new plan.

Take the high ground. Pull back from the hollow. Drop the bridge. Cut off lines of fire with a ridge. Climb atop giant mushrooms. Choose the upper or lower passage underground. Pick your battlefield before you sortie from 6 maps with different terrain.

Wide / High-ground contest, long-range shelling

Sandstone Ridge

Take the central peak, or bring it down from the slopes?

Advance up gentle slopes to the central high ground. Lob shells over the ridge, and carve away the ground under your enemy with digging shells. The rock wall at your back keeps you from falling when you retreat. A good pick for your first sortie, too.

Compact / Close combat, push and pull

Tidewait Basin

The closer you get, the deadlier it is. Knowing when to pull back decides the fight.

A marshy basin where the two shores sit close together. Drop from the high ground into the hollow, and you're within gun and sword range. Decide whether to attack using the height difference or fall back to the rock wall behind you. In "Rising water on" matches, the center floods first, so your escape route matters too.

Medium / Bridge demolition, two-level fights

Blackrock Bridge

Target the enemy, or the bridge holding them up?

A mid-sized battlefield with footing on two levels. Carve away the thin bridge or its piers, and the unsupported footing collapses. The lower level is where close-range weapons shine. This battlefield also has a cliff at the rear. Watch your footing and your escape route so you don't fall into the sea when the bridge or ground gets carved away. The Relocation Beacon is a big help, too.

Fairly wide / Shelling, ridge cover

Twin Peaks Quarry

Use the ridges as shields, and pick your moment to push into the valley.

A battlefield with plenty of land, where two high points block guns' lines of fire. Set up on your own ridge and shell from there, or drop into the valley to attack with grenades and swords. Work out the best order to move in. The rear is a dead end walled by rock, but watch out for carved-away footing and falling into the sea.

Mushroom platforms / Elevation, breaking footing

Giant Mushroom Forest

Claim the caps, or knock out the footing from below?

A forest where you can even climb on top of the giant mushrooms. Use footing at different heights to open lines of fire, and shell away the terrain holding up your enemies. As you advance, check where you'd land if the ground is knocked out from under you.

Upper and lower passages / Cover, close combat

Underground Cave Fortress

Break through up top, or close in through the lower passage?

An underground battlefield surrounded by rock. Choose the upper or lower passage, and check which lines of fire the ceiling and walls block as you advance. Know when to close in with guns and swords and when to shell the footing out from under your enemies.

You choose the map when setting up an AI match, practice, or War Room. Players and spectators all see the same battlefield chosen by the room host. Rising water is off by default. If you play with rising water on, check your escape route to high ground before you sortie.

CHOOSE YOUR IMPACT

Four cannons, four ways to fire.

A wide blast, a focused burst, a fanning spread, a bounce off the ground. Even with normal shots, each one fires and carves the terrain differently. Dig deep into the footing, crumble it wide, or send shells over the slope? Choose the one cannon that fits your plan.

6 W

Field Cannon

1 shot, wide blast

Catches nearby enemies all at once with a big blast and knockback.

Special: heavy shell with an even wider blast

7 W

Breach Cannon

3-shot burst, pinpoint breakthrough

Fires 3 small-blast shots in a row at the same spot. Each shell follows into the hole the last one opened, concentrating on carving through the footing.

Special: triple drill shells that bore through the ground

8 W

Split Cannon

3-shell spread, wide coverage

Fires 3 shells at different angles at once. Covers spread-out enemies and long, narrow footing.

Special: 5-shell spread

7 W

Rebound Cannon

1 bounce, uses terrain

Bounces once off the ground, then explodes. A terrain-reading cannon that uses slopes to send shells behind ridges.

Special: shell that bounces twice

2 W

Pistol

Light to carry. A single shot straight down the line of fire.

8 W

Machine Gun

Controls the range with 6-round bursts.

1 W

Dagger

Light and quick, it cuts in with a flurry of strikes.

3 W

Longsword

Long reach that pushes enemies back.

1 W

Grenade

Thrown

Explodes 1.6 seconds after it's thrown. Arc it over cover to hit what's behind.

3 W

Repair Kit

Support gear

Restores 200 HP so you're ready for the next exchange.

3 W

Barrier

Support gear

Blocks 200 damage until your next turn.

4 W

Relocation Beacon

Support gear

Relocates you to footing within 240 to change your position.

5 W

Double-Fire Unit

Support gear

Fires 2 sets automatically from a single power input. Each shot is slightly weaker.

Special shots and ultimates make each cannon's specialty even stronger. The Double-Fire Unit support gear fires a normal shot twice, so the Breach fires two 3-shot bursts and the Split fires two 3-shell spreads.

Carry up to one cannon, one gun, and one sword, including at least one cannon or sword. The heavier your load, the shorter your movement range.

YOUR TURN. YOUR SHOT.

When the signal comes, the shot is yours.

▲
Your turn

Controls active · Choose a weapon → Move → Aim and fire!

20 sec

Your chosen trooper's look marks you on the battlefield and in the turn order. Character icons, text, and colors show whether it's your turn, an ally's, or an enemy's. While you wait, the control panel rests, and it lights up on your turn.

Solo or with friends.

AI fills any empty seats. From 1v1 to 4v4, team up using a War Room invite code. You can also join as a spectator, and team chat is supported. Learn the controls in AI matches first, then once you're comfortable, read the wind with your friends.

Choose → Move → Shoot

A turn is 20 seconds by default, with one main action. Even after you finish moving, you still have time to think before your final shot.

Strong actions come with a wait

The cost of your actions and movement decides when your next turn comes. Unleash a big attack, or make a light move and act sooner?

The footing keeps changing until the end

Shelling and collapses reshape the terrain. By default, the water doesn't rise, so you can compete on positioning to the very end. You can also choose "Rising water on" to make the sea rise in the late game.

Questions before you sortie

What genre is this game?

It's a 2D side-view, turn-based online multiplayer artillery game. You control trajectories with angle and power, and it's classed as a tactics game that combines terrain destruction with positioning.

Can I play without signing up?

You can join for free as a guest. Your match record is saved to your trooper on that same browser. You can also register an account later and carry it over.

Is there practice for beginners?

You can start with "Practice with trajectory preview." The AI has 3 difficulty levels. Regular matches also show the faint no-wind, 100% power reference, so try using it to practice reading the wind and power.

Do I need sound?

You can play without sound. The sound button toggles all audio at once, and "Audio" lets you adjust BGM, sound effects, and ambient sound individually. The audio reflects the distance and direction of shelling, and turns and dangers are also shown on screen.

READY FOR YOUR NEXT SHOT?

Read the wind, then sortie.

Choose by goal