TerraShell Fracture

Strategy

$0.99

TerraShell Fracture is old-school turn-based artillery: two to six tanks spread across a battlefield that genuinely comes apart. Every explosion digs a permanent crater along the true bottom arc of the blast; the debris it throws falls, rolls and settles on the ground. A rock ridge takes what sand cannot, and a match that starts in a canyon ends on an open field full of holes. NO TWO BATTLEFIELDS ALIKE Nine terrain silhouettes, eight biomes and four palettes each: rolling hills, plateaus, canyons, spires, islands and cliffs, in soil, sand, rock, clay, snow, lava, crystal and jungle. Every level is generated as it starts, and the weather comes with it — overcast, fog, rain, red sky, moonless night or a thunderstorm whose bolts land as hard as a shell. SEVEN WARHEADS, FOUR DEFENCE SYSTEMS From the free unlimited missile to the nuke that rewrites the map, by way of the MIRV that splits into five warheads at the top of its arc, the cluster that sprays shrapnel and the penetrator that burrows before it goes off. And in the other half of the armoury, what keeps you alive for one more turn: cells that widen the shield, a mag field that throws the incoming shell back out, a dome that bleeds off damage, and reactive plates that swallow a hit whole. EVERYONE ON ONE SCREEN Two to six tanks, human or AI in any mix, taking turns on the same device. No lobbies, no invites, nobody to wait for: you pass the phone and play. BUILT FOR THUMBS Pull back from your own tank like a slingshot and let go to fire, or set angle and power separately with the two halves of the screen. A big fire button, and the weapon and defence selectors always within reach. SCOREBOARDS THAT TRAVEL WITHOUT INTERNET Every run lands in your local table. Any entry turns into a short text code you can read out over the phone or send in a message: type a friend's into your copy and their score sits in your table, tagged as a rival. Zero servers in between. OFFLINE, NO ACCOUNTS, NO ADS No sign-up, no in-app purchases, no advertising, and not one piece of data collected. The game never makes a single network request: it works the same on a plane, on the underground, or ten years from now. MADE BY HAND C++20 and SDL3, a 640x360 logical resolution scaled by whole pixels, physics locked to 60 Hz and six-layer explosions over a 2,048-particle pool. Cannon fire and detonations are synthesised in real time: there is not a single sound-effect file in the game, and the music is tracker modules.

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The first battle now teaches itself, and the weapon you are holding finally tells you what it is. YOUR FIRST SHOT, DRAWN Fire the opening shot of a run and the guide is not a straight line any more: it is the shell's actual flight, integrated with the gravity and the wind of that round, with a ring where it lands. It says so on screen, and it says when it goes away — from your second shot on, the guide is the straight line again, and a note points at the wind gauge to explain what you now have to read for yourself. A new run also drops you straight into the fight: no armoury before you have fired a shot, because buying blind is not a decision. FIELD DATALINK Tap the weapon screen or the defence screen in the combat bar and the armoury's own display opens mid-match: the warhead turning in 3D with its moving parts, its dossier, and how many you have left. Along the bottom, only what you are actually carrying — loaded shells and fitted systems. Pick one there and it is engaged; the window is the selector, not a catalogue. AN EMPTY MAGAZINE SAYS SO Out of that shell? The icon and the count pulse red, FIRE greys out and the bar tells you to switch. Pressing it used to do nothing at all and explain nothing. CONTROLS YOU CAN ACTUALLY HIT • The power knob is more than twice as wide and slides to its value instead of jumping to it. • Sliders, steppers and settings tabs are all bigger, square and consistent from screen to screen. • Player setup shows the whole squad as six slots that light up as you fill them, human or bot. • Settings drops the master volume — music and effects are the mix — and Reset Defaults now sits by Back, reachable from any tab. • The quit button in the combat bar is a quiet key with a symbol, not the loudest thing on screen. SCENERY The night city reads as a city: the towers have body against the sky, each one is cut from its neighbour, and the lit and dark windows both count now. Soft Backdrop blurs half as much, so the skyline behind the fight is still a skyline.

The developer, Javier Bascones, indicated that the app’s privacy practices may include handling of data as described below. For more information, see the developer’s privacy policy .

  • Data Not Collected

    The developer does not collect any data from this app.

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    The developer has not yet indicated which accessibility features this app supports. Learn More

    Seller
    • Javier Bascones
    Size
    • 55.7 MB
    Category
    • Strategy
    Compatibility
    Requires iOS 15.0 or later.
    • iPhone
      Requires iOS 15.0 or later.
    • iPod touch
      Requires iOS 15.0 or later.
    • Mac
      Requires macOS 11.0 or later.
    Languages
    • English
    Age Rating
    9+
    Copyright
    • © Javier Báscones