Welcome to the archipelago
Operation Brightwater
Choose one of 12 commanders and fight for control of the islands. Capture supply depots, protect your truck convoys, and destroy the enemy headquarters.
At a glance
- How you win
- Blow up the enemy HQ (1,800 HP), force a surrender, or win on timeout
- Simulation rate
- 20 updates per second — same for both commanders
- What you spend
- Three resources: Supplies (convoys & captures), Tech (salvage yard caches), and Tankaloons (earned while holding outposts)
- Who you command
- Maus tanks, Berliet trucks, I-400 subs, Sea Shadows & Cutters, six shared infantry platoons, Aquila drones, NH90 transport helicopters, reserve chassis, and 12 brigade unique units
- Build limits
- Three support buildings at most, one of each kind, 620 HP each
- Battlefields
- Six sizes, Micro to Colossal, all built from the same island layout
The short version
Both commanders fight for depots, convoys, and the enemy headquarters — same rules for all twelve brigades. Capture ground, keep Berliet trucks alive, and spend supply on upgrades and three support buildings.
The loop in 30 seconds
Both HQs produce Maus tanks. A queued tank takes 12 seconds; the reserve queue produces one in 20 seconds. Push that armor toward a land depot, keep the trucks safe on the drive home, and turn the extra supply into upgrades or support buildings. A Workshop, Radar, Logistics Hub, Sub Pen, Barracks, Boatyard, Drone Pad, or Helipad each unlocks a new option, but you only have three slots and cannot build duplicates.
- Each commander brings a distinct opening force — Zhukov opens with massed armor, Patton brings fast scout jeeps, MacArthur brings naval screens, and Giap fields early infantry. Each captured land depot holds one crate for a truck.
- Land depots restock one crate 20 seconds after pickup; sonar buoys provide a small supply income. Trucks deliver the largest supply payouts.
- Upgrades and buildings cost supply up front and take time to finish — you feel the pinch before you feel the power.
What kind of RTS is this?
Brightwater is an RTS about territory, supply, and positioning. Supplies from depot convoys train units and build structures, Tech from forward salvage yards funds upgrades, and Tankaloons from held outposts activate tactical call-ins. Controlling territory and defending lanes creates the advantage.
Six islands, one blueprint
Micro is compact and close-quarters; Colossal supports longer fronts and more units. In between, the same rocks, forests, towns, ruins, roads, and water are stretched to fit. Choose Micro to learn the game or Colossal for more to manage.
| Size | Feel / Team population cap |
|---|---|
| Micro | 60×46 — cap 28, tight and brutal |
| Small | 76×58 — cap 32, a little breathing room |
| Medium | 92×70 — cap 36, longer supply lines |
| Large | 112×84 — cap 42, room for combined arms |
| Huge | 136×102 — cap 48, a deep front |
| Colossal | 164×122 — cap 56, longest fronts |
Quick start if you're new
Take one depot near your HQ, keep one Maus on the truck road, and get either a Hub or a Workshop first. A depot held for a minute pays for the next tank, and a truck that makes it home pays for an upgrade.