IMPERIUM is a 3D real-time strategy game in a browser tab. Gather, age up, raise an army, and take the fight to a tough AI — or to a friend on the other side of a four-letter code. No download. No account. No catch.
Opens straight into the game. Works on your phone, tablet, or laptop.
Discovery, Colonial, Fortress, Imperial. Each one unlocks the buildings and units that change the war.
Britannia, Iberia, France. A unique soldier each — and one unit they simply cannot train.
Host a game, read out four letters, your friend types them. Same map, same match, two empires.
Touch and mouse both work. Add it to your home screen and it launches like an app.
Villagers, ages, counters, a town under pressure — the RTS you already know, with no ads and nothing to unlock with money.
Food comes back on farms. Gold you can trade. Wood does not grow back. Spend it like it matters, because the late game is a wood problem.
Discovery, Colonial, Fortress, Imperial. Age-ups cost a real bank and unlock the units that decide the game — dragoons, mortars, guard techs. You feel the wait.
Pikes hold cavalry. Skirmishers pick muskets apart. Hussars run down whatever is left. Mixing the army is the skill; one unit type is a snack.
Britannia, Iberia, France. Each gets a unique soldier — and one unit they are not allowed. A civ without a weakness is just a colour.
XP from play unlocks crates, units and buildings from across the ocean — they ignore the pop cap, because that is how the age of sail cheated too.
It does not drip a wave on a timer. It picks a target, keeps sending, and falls back to rebuild when it is bleeding. Sitting behind walls is not a win condition.
No mock-ups. Late in a match, two flags in the same field — tap a picture on the right to look closer.
No launcher, no 40GB patch, no login wall. Click a link and you are already in the New World.
Pinch to zoom, two-finger rotate, a bottom sheet for commands. Built for thumbs, not ported to them.
Single-player lives in the tab. Once it has loaded, you can keep playing without a connection.
Autosave every 30 seconds and on hide. Continue is the first gold button when you come back.
No ads, no paywalls, no account. The whole roster, all four ages, both players.
You can lose in eight minutes by doing nothing. You can also spend an hour dressing a fortress. The loop does not change.
Food from bushes then farms (max 4 workers). Wood from trees — finite. Gold from mines and the market.
800 food for Colonial. More, plus gold, for Fortress and Imperial. The queue is the tax on greed.
Muskets, pikes, skirmishers, hussars — then the civ's unique, and the thing it is denied.
Attack-move the army. Guard the town. If you turtle, the AI will eventually stop asking politely.
Scroll to zoom — the ground under the cursor stays put. Right-drag to pan. On a phone, pinch and twist.
Pinch zooms. Twist rotates. A tap on a villager, then a tap on a tree, is an order. Hold on a ghost building to drag it; only Place commits, so a stray finger cannot relocate the site. Two-finger tap deselects. The command sheet is a bottom drawer, not a tiny sidebar.
You still read friends and foes by team colour. Hats, horses and rooftops tell you which nation you are looking at.
Muskets +10%, drilled 25% faster. The Redcoat is a tough line infantryman. No dragoons — you win the infantry fight or you lose the field.
Treasures +50%, a stronger explorer, and the Conquistador to hunt light infantry. No culverins — bring the palomino, not the long gun.
Villagers +10%. The Cuirassier is siege cavalry that eats buildings and loses fair cav duels. No mortars — your siege arm rides.
This is a proper one-versus-one. Same map, same rules, two colonies trying to burn the other town center. You do not need an account. You need a code.
From the main menu tap TWO PLAYERS. Pick a map and a civilization — or leave them random.
Tap HOST A GAME. The screen shows a four-letter code (no I or O, so it is readable over a call). Send it however you like.
Your friend taps JOIN A GAME, types those four letters, and hits Join. When they land, the match starts for both of you.
You each command your own town. Fog hides their base until you scout. Who they picked stays hidden until the match begins.
Two laptops, two phones, or a mix. If you are both on the same wifi it is usually instant. On mobile data it may take a moment to find each other — wait for the match to start rather than mashing Join again.
A blip does not end the game. If the other player really leaves, you get a countdown and then a CLAIM VICTORY button — you decide, the game does not award itself. Quitting on purpose surrenders at once.
Gather. Age. Train. Fight. The wood will run out. The other flag will not.
One tab. Four ages. No account. Open it and start gathering — or host a game and send a friend four letters.
Phone, tablet & desktop · no account needed