Current release v36.2 · Intelligence Hub
OpenFront Current-Version Answers
Current-version answers for OpenFront.io: see what changed, survive your first match, find a control, or decide what grows your economy before opening the raw data.
Start here
What do you need this match?
Open the answer that changes your next decision. The data tables stay available below when you need exact values.
Save solo games and follow FFA Rating
Share saves, continue from a replay, choose maps in Atlas and use mobile quick build. v36.2 restores the solid red traitor warning.
Read the v36 impact guide →Survive the opening without emptying your army
Choose a spawn, expand in controlled steps, read the interface, and recover from the mistakes that end beginner games.
Play the first-match walkthrough →Find the key, mouse action, or build hotkey
Use the fast reference when you know the action you want. The separate hotkeys guide teaches workflows and recovery.
Open the shortcuts reference →Grow gold and population without stalling
See how base income, Cities, trade ships, trains, and troop reserves change what you should buy next.
Understand economy growth →WHAT'S NEW
Player articles worth reading
See all What's New- Released · v36 Nov 9, 2026
OpenFront v36.2: saves, FFA Rating and new controls
OpenFront v36.2 release notes: shared solo saves, replay takeover, FFA Rating, Atlas maps, mobile quick build and the corrected red nuke warning.
- Released · v35 Oct 17, 2026
OpenFront v35.10: Viverse integration and v35 release notes
OpenFront v35.10 release notes: Viverse integration, the guided Tutorial, clan territory map alpha, donation leaderboard, loading feedback, and cosmetic AI labels.
- Released · v34 Sep 22, 2026
OpenFront v34.22: combat, trade, trains, Steam, and lobby fixes
What the official OpenFront v34.22 Release changes for combat, Team victory, trade, trains, MIRVs, Nations, Steam, lobbies, and the next match.
LATEST GUIDES
The five newest guides
See all guides- Guide Updated Nov 13, 2026
OpenFront Mobile Controls: Tap, Attack, Build, and Command Fleets
Use OpenFront on a phone without accidental attacks: learn tap, drag, pinch, radial-menu actions, attack-ratio checks, builds, nukes, and Warship selection.
Difficulty · Beginner
- Guide Updated Nov 4, 2026
Branching Paths: the Fractal Three-Arm Arcade Map with a 3-Team Spawn
A decision framework for Branching Paths, the arcade board of 2,103,911 land tiles on a 2480-by-2148 canvas where fractal waterways split the board into three arms from a central axis. What the 105-player lobby looks like with 19 nations packed along the lower-center spine, why the land formula hands it a 105-player FFA ceiling — half The Box's 210 — why the water at spawn means ports and boats exist from minute one, and how the fixed 3-team spawn added in v0.35.5 turns a free-for-all into three coordinated fronts before you even pick your spawn.
Difficulty · Advanced
- Guide Updated Nov 4, 2026
The Box Map: the Waterless 210-Player Land Arena
A decision framework for The Box, the waterless arcade board that has run at a 210-player lobby since the v0.35.0 lobby rework. What the 2048-by-2048 all-land board of 4,194,304 tiles looks like with 13 unflagged arcade nations, how the land formula hands it a 210-player FFA ceiling, why the 75% forced water-nukes roll makes the craters the only water source and the only way to get ports and boats, and which crater to fight over before the first one drops.
Difficulty · Advanced
- Strategy Updated Nov 3, 2026
How to Beat the OpenFront AI: Bots vs Nations and What Actually Changes the Outcome
Understand exactly what the AI opponents in OpenFront singleplayer are — the difference between Bots and Nations, the verified v0.35.9 numbers that make them different, and the decision framework for winning against both.
Difficulty · Intermediate
- Guide Updated Nov 2, 2026
Cape of Good Hope Map: The 26-Nation Board, the Single Chokepoint, and Where to Spawn
A decision framework for Cape of Good Hope, the v0.35 African tip map. What the 26-nation, 36-overflow-name, 1,807,478-land-tile board actually looks like, why the single chokepoint and the large bay decide the match, how the land-driven lobby sizing rolls a 90-player lobby (one tier below Horn of Africa), and which side of the bay to commit to before the countdown ends.
Difficulty · Advanced
10 systematic guides: spawn, economy, combat, nukes, alliances, trains... breaking down every rule.
Unit/structure stats, combat formulas, and 147 indexed maps with version and source context.
Source-checked terrain, spawn, route, Compact, and counterplay guides for individual maps.
FFA early expansion, Team naval control, nuclear deterrence SAM networks... data-driven tactics.
From first game to successful expansion in 30 minutes, plus hotkey reference.
Reference Numbers
Versioned snapshot extracted and reviewed via scripts/extract-game-data.mjs
- AtomBomb Cost 750,000 G
- HydrogenBomb 5,000,000 G
- MIRV Base 25M + 15M / launch
- SAM Range 70 → 150 tiles
- Alliance Duration 3000 ticks ≈ 5 min
- Betrayal Defense Penalty ×0.5 for 300 ticks
- City Troop Bonus +250,000 / level
- Trade Ship Scaling Midpoint 400 (v35)