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Totally Accurate Battle Simulator is a physics-based strategy game where players create and observe battles between different units across a wide range of maps. The focus of the game is not on precise control or traditional tactics, but rather on experimenting with unit combinations and watching how they perform. Every unit moves and fights with exaggerated physical behavior, making outcomes unpredictable and often surprising. The player places units on two sides of a battlefield and watches them fight automatically once the round begins.
Each unit in the game belongs to a faction, such as medieval, ancient, tribal, or fantasy. Some units fight with swords or shields, while others use ranged weapons or magic. The strength of each unit is determined by its cost and by how it behaves in motion and how it interacts with others on the battlefield. Players can use slow motion and free camera controls to study battles from any angle. The challenge is to find the right balance of cost, placement, and synergy to defeat the enemy formation. Because of the physics system, battles often unfold differently even with the same setup.
The unit creator allows players to build their own fighters by selecting weapons, armor, movement types, and special abilities. These custom units can be added to battles or shared online. The game also includes a campaign editor where players can design their own challenges using any units or maps. This creative freedom encourages community participation, with players trading units and battles across platforms. There is no fixed path or way to win—success often depends on trial, error, and clever combinations.
Totally Accurate Battle Simulator offers no direct control once the fight begins, which shifts the focus from reaction to prediction. Players must imagine how each unit might behave, where it might fall short, and how to counter enemy abilities. Some matches are won through brute force, while others depend on timing, unit spacing, or unusual tactics. Watching battles unfold is as much a part of the experience as setting them up. Even failed attempts provide insight into how the physics engine interprets movement, weight, and attack range.