No anime tropes. No mercy. No second chances.
ATTACK ON TITAN: VISCERAL REALISM
You've played Attack on Titan games. This isn't one of them.
This is a hardcore tactical simulation of ENDLESS WAR in a modified AoT universe — no Founding Titan, no Rumbling, no chosen one, no plot armor. The Walls are static. The Titan plague is forever. Titans spawn from the ground, the streets, the rooftops, without pattern and without mercy. Death is FINAL. It can come in a heartbeat — a Titan's hand closing before you can scream — or it can come slow. The engine calculates outcomes on cold in-world logic, never on what would make a good story. Nobody is coming to save you. The war continues whether you live, fail, or die.
FIVE WAYS TO FIGHT IT. PICK YOUR SEAT IN THE WAR:
{{marleyan_warrior}} — GRAND STRATEGY OFFENSE. Command entire battlefields for Marley: units, artillery, anti-Titan emplacements, and Shifter assets on continental campaigns. Issue orders on an ASCII battle grid with simultaneous-order combat. But command is a target on your back — failure climbs the ladder: Demotion. Imprisonment. Assassination.
{{eldian_warrior}} — GRAND STRATEGY DEFENSE. A captain of the Walls, sworn to hold your kilometer of stone against the plague. Rise from one kilometer to the entire wall system — more wall, more men, more politics, less excuse for failure. A breach in YOUR section is YOUR catastrophe.
{{yeagerist_insurgent}} — HUNTED. A cell member of a radical insurgency, starting at the bottom. Heat builds. Trust is earned in blood. Anyone you know can be caught, broken, and give you up. Combat is ambush, flight, and improvised violence — stand and fight and you die.
{{non_shifter_military}} — THE PAWN. An ordinary soldier with ODM gear and a rifle, marching on orders from commanders you'll never meet, for reasons you'll never know. Your squadmates break. Your squadmates die. So can you, in one turn, without warning.
{{civilian}} — JUST LIVE. No missions. No combat loop. Taxes, harvests, debt, neighbors, the rumor of Titans two districts over. And when catastrophe comes — and it comes without warning — you run or you die.
THE FEATURE NOBODY ELSE HAS: /SWAP
Mid-campaign, swap your perspective ACROSS MODES in the same living world. Start as a grand strategy commander, then drop down into the boots of a single soldier on your own battlefield. Start as a soldier breaking under the horror, then climb up to the captain whose decisions decide your fate. The world does not pause when you leave — your abandoned character lives or dies by the engine's cold math, and when you return, you inherit whatever's left of them. Every character has their own Sanity, their own wounds, their own secrets. Knowledge does NOT transfer. Swapping is not an escape hatch — it's a whole new way to be destroyed.
ALSO FEATURING:
No anime tropes. No mercy. No second chances.

MODE: {{eldian_warrior}} Fill in what you choose. Leave anything blank and the system will fill it coherently. Name: Gerhardt Kessler Gender: Male Age: 36 MBTI Personality Type: ISTJ — dutiful, methodical, slow to trust his own improvisation Branch: Garrison
OFFICER GENERATED — {{eldian_warrior}}
Name: Gerhardt Kessler Gender: Male Age: 36 MBTI Personality Type: ISTJ — dutiful, methodical, slow to trust his own improvisation Branch: Garrison Wall Preference: Wall Maria — southern stretch, Trost approach Years of Service: 14 Rank: Captain (starting rank per mode rules) Wall Section: Section 22, 1KM
Reputation: “The Mule.” The troops say it without cruelty — Kessler is steady, carries weight, and does not startle. He came up through wall-repair details, not glory sorties, and the older sergeants trust him because he has never once ordered a man to do something he would not climb down and do himself. The younger ones find him dull. Dull keeps sections alive.
Backstory Summary: A stonemason's son from the Trost district itself. His father spent thirty years on Wall Maria repair crews and died of lung rot from the lime, not from Titans. Kessler joined the Garrison at 22 less from patriotism than from the practical realization that someone was going to be responsible for that wall, and he knew the stone better than most of the officers did. Fourteen years later, he is the captain of a kilometer of it.
Defense Philosophy: Hold the line. Kessler does not believe in aggressive sorties — he has watched the Survey Corps march out of the south gate too many times and counted who comes back. He believes in maintenance, drill, wall integrity, and the unglamorous arithmetic that a repaired crack today is a village not evacuated next spring. This philosophy is currently out of fashion with district command, which wants initiative officers.
Political Vulnerabilities: Kessler's repair requisitions have exceeded quota three weeks running — because his section actually needs the resin, and because he refuses to falsify the maintenance logs the way some captains do. He has no patron. He has made no rivals on purpose, which is not the same as having none.
/Missions

DAY 49 | TIME 05:15 | WEATHER Heavy rain, low cloud, no wind
LOCATION Trost district, Survey Corps barracks — orderly room
ACTIVE MODE {{non_shifter_military}}
CURRENT MISSION Unassigned — tasking slate open
CONDITION Fed; slept poorly; left shoulder stiff
SANITY 4/10 (nerves frayed)
GAMEPLAY MODE [Slice-of-Life]
The orderly room smelled of lamp oil and wet wool. Hilt stood at the slate board with the district tasking list in one hand, copying it out in chalk, and he wrote the third entry slower than the first two — the way a man writes a thing he's hoping nobody reads too closely. Rain worked through the roof seam over the door and dripped a slow count onto the threshold. Fourteen of you stood at loose attention behind him, and nobody had been assigned anything yet, which meant the morning was still a thing that could go several ways.
Nearby NPCs: Sergeant Hilt — has already decided the Krolva sweep is about the inspector's convoy, not the village; he will not volunteer his squad for it unprompted, but if a senior soldier advocates for it he will take the excuse and the credit for initiative. Corporal Vera Senn — standing at the back, dry-eyed and awake when no one else is, watching the third line of the slate and saying nothing. Private Ollie Jask — third sortie pending, hoping aloud to the man next to him that whatever they get is “the road one.” Faction events: The Mitras inspector's convoy departed the waystation at 04:40; revised arrival at Trost is early evening, and district command has flagged the south road for verification before then. The telegraph query about Section 22's artillery grid — eleven days, no marked sightings — has been answered with a second, sharper query. Section 22's captain has requested ammunition and resin resupply, which is on the slate because nobody else wanted it. Shifter registry (excerpt): no changes. (14 further entries.)
─────────────────────────────────────────────
DISTRICT TASKING SLATE — TROST, DAY 49
Operations required by district command.
Sergeant's discretion which the squad claims.
─────────────────────────────────────────────
[1] KROLVA SWEEP — “The Signal Fire”
Verify or clear the reported signal fire, Krolva village, 4km beyond the south gate. Return before dusk.
- Exposure: highest on the slate. Beyond the Wall, Titan country, a dead village.
- Earns: command's notice, the south road cleared for the inspector, and Hilt's debt.
- Claiming another: the tasking passes to another squad — or goes on tomorrow's slate with a note about who passed it.
- Failing: depends entirely on what is out there.
[2] SOUTH ROAD CLEARANCE — “The Ditches”
Drain ditches, clear treefall, gate to the waystation marker. Inside the district approach.
- Exposure: low. Wet, dull, and safe.
- Earns: nothing. The quartermaster does not write letters about ditches.
- Claiming another: the road stays as it is, and the inspector's convoy takes it as it is.
[3] SECTION 22 RESUPPLY — “The Captain's Favor”
Deliver ammunition, resin, and rations to Section 22's wall command.
- Exposure: minimal. Wall-top delivery, home by midday.
- Earns: the goodwill of a captain currently answering two telegraph queries — a friend on the wall spends well later.
- Claiming another: the requisitions problem stays his, and he'll remember who was on the slate and passed.
─────────────────────────────────────────────
I choose: KROLVA SWEEP
DAY 49 | TIME 08:30 | WEATHER Heavy rain, low cloud, no wind
LOCATION Trost district, south gate — beyond the wall, Krolva road
ACTIVE MODE {{non_shifter_military}}
CURRENT MISSION Krolva Sweep — signal fire verification
CONDITION Fed; left shoulder stiff; rain gear failing at the seams
SANITY 4/10 (nerves frayed)
GAMEPLAY MODE [Slice-of-Life]
Hilt didn't argue. He gave you the look, held it a moment, then put Jask at your rear with the flankers and spread the rest per the sheet. Senn crossed the yard without a word and fixed Jask's straps herself, yanking the buckles hard enough to make her point. The gate crew cranked the south gate open on schedule. The rain filled the space where an ambush would be.
The road went to mud within a hundred meters. Senn rode point two hundred ahead, close enough to see the column in the mist and far enough to die alone if it came to that, and the kilometers passed in the small sounds of the Survey Corps at work — leather, hooves, Hilt's occasional check-call from behind. Twice Senn halted the column for treeline movement. Twice it was deer. Nobody laughed, everyone's nerves were frayed.
At the four-kilometer mark the village showed itself: rooflines, gray on gray, the church spire leaning at an odd angle. No smoke. Whatever Dina's watchman saw, the rain had been working on it for two days. Senn reined in at the last fence post and the column halted behind her, and Krolva stood in the mist with its doors open, and nothing moved.
Nearby NPCs: Sergeant Hilt — reformed the column at the fence line, is deciding whether to run the sweep mounted or dismounted, and privately notes the village is too quiet even for a dead village; he will defer to point's read. Corporal Vera Senn — flank position, has dismounted and is watching the rooftops for nesting birds; there are none, and she has noticed. Private Ollie Jask — riding your rear, straps now correct, whispering the sweep protocol to himself to keep it in order. Cart detail — holding the road behind, two men, four horses worth more than the squad. Faction events: The Mitras inspector's convoy has left the previous waystation; revised arrival at Trost is early evening, meaning the squad's return-before-dusk window is now also the road-clearance window, and Hilt knows it. The south gate sealed behind the squad per protocol; it will not open again without a flare recognition pattern. District telegraph is carrying a query about why Section 22's artillery grid has no marked sightings for this sector in eleven days. Shifter registry (excerpt): no changes. (14 further entries.)
We continue through the morning mist, examining and investigating the viliage. I don't dare speak. The horses are edgy, more than usual, and that makes the rest of us edgy too, even Senn.
DAY 49 | TIME 08:35 | WEATHER Heavy rain thinning to mist
LOCATION Krolva village — main street, 3.8km beyond the south gate
ACTIVE MODE {{non_shifter_military}}
CURRENT MISSION Krolva Sweep — signal fire verification
CONDITION Left shoulder stiff; boots waterlogged; four hours on the march
SANITY 4/10 (nerves frayed)
GAMEPLAY MODE [Slice-of-Life]
Krolva had been dead two years and the village had settled into its own silence. Doors stood open. A harness hung on a fence, going green. Senn orders you and Jask to take point thirty meters ahead of the column, and that's when you see it: a hearth in the third house, ashes raked neat, a kettle beside them. Someone had lived here last week. You crouched at the threshold to read the dust when the barn at the end of the street explodes.
GAMEPLAY MODE UPDATE: [Combat]
Surprise Round, Titan Turn: The 4m class came through the barn wall without slowing, timber shearing off its shoulders, and its face was already turned to the street. It had registered the march of fourteen pairs of boots and hooves minutes ago and had waited behind the woodstructure of the barn. Senns calls the scatter. Her cables sing past your ear, gas hissing wet in the rain, and the Titan's hand sweeps through the space where the rear of the column had been — where Jask stood with his straps crossed wrong, feet planted, mouth open, nineteen years old.
Nearby NPCs: Corporal Vera Senn — mid-arc, rain-degraded gas, her strike angle on the nape is failing to close; she has seen Jask's position and her attack run just became a rescue attempt she will lose. Sergeant Hilt — forming the rifle line at the well, shouting the cart detail back, already composing the casualty report in his head and already deciding the sweep is over. Private Ollie Jask — rear guard, frozen in the open street, 4m from the Titan's reach. Faction events: The Mitras inspector's convoy is on the south road, two hours out; the sound of Survey Corps gas and a single rifle volley will reach the gate watch and then the district telegraph. Section 22's captain will be asked why a sweep he did not order is fighting in his sector. Shifter registry (excerpt): no changes. (14 further entries.)
The hand closed. The sound was small and wet and final, the way a boot coming down on a bird is small. Senn's blades opened a seam across the Titan's wrist a half-second late, and the thing turned toward the two of you with Jask's weight still in its grip, and its jaw began to work.
═══════════════════════════════════════════
SANITY: 4/10 → 0/10
- Titan contact, point position: -1
- Squadmate consumed within arm's length: -3
BREAKDOWN STATE: ACTIVE — combat freeze/flight
═══════════════════════════════════════════
Your legs went first. They folded at the knee and put you down in the mud of the main street, cables hissing slack, and your hands kept working at the trigger grip with nothing behind them, over and over, a motion with the sense drained out of it. The street narrowed to the width of the Titan's face. Somewhere behind you Senn was screaming your name, and her voice arrived from very far away, from the far side of a wall of water and blood-sound. The Titan took a step. The street tilted.
SANITY 0/10 — BREAKDOWN OPTIONS
I scream and run into the nearest house.

DAY 49 | TIME 14:21 | WEATHER Heavy rain thinning to mist
LOCATION Krolva village — third house from the street head, interior
ACTIVE MODE {{non_shifter_military}}
CURRENT MISSION Krolva Sweep — signal fire verification (compromised)
CONDITION Left shoulder wrenched on the doorframe; mud-caked; gas at 60%
SANITY 0/10 — BREAKDOWN ACTIVE
GAMEPLAY MODE [Combat]
The scream — a raw animal sound with no words in it — and the running was worse. Degraded, uncoordinated: you took the doorway at the wrong angle, wrenched the stiff shoulder against the frame, and went down hard on a floor of old cedar planks in the dark. Behind you the wall of the house burst inward at the level of a hand. Timber rained across the hearth, across the raked ashes, across the kettle.
Senn stopped trying for the nape. Her second pass came in low and ugly, both blades into the back of the Titan's ankle, and the tendon parted. The thing went down in the street on its knees with Jask's weight still held loose in its grip, and the rifle line at the well opened up — a volley, then a second, rounds slapping into flesh thick enough not to be overly bothered. It began to crawl. Toward the house and the sound you had made.
And under the floor, six feet from your face, a floorboard shifted. Someone was breathing down there.
Nearby NPCs: Corporal Vera Senn — landed hard on the cart road, one blade snapped, gas near empty; she is screaming at the rifle line to fall back to the well and at the house to MOVE, MOVE NOW, and does not know {{user}} can hear her. Sergeant Hilt — has committed the squad to a fighting withdrawal, is bellowing the rally, and has already marked this engagement as a casualty report with a survivor question mark next to {{user}}'s name. Private Ollie Jask — confirmed consumed. The Titan's grip did not open when it fell. Under the floorboards: a woman, mid-twenties, Krolva survivor — the one who raked the ashes and kept the kettle. She has lived in the root cellar and crawlspaces of this house for over a year, moving between them, and lit the signal fire six days ago hoping someone would come. She is now pressed against the underside of the board above her, one hand over her own mouth, deciding whether the person who just crashed through her house is a bigger threat than the thing tearing it open. Faction events: The gate watch heard the volley; the south gate will not open without a flare recognition pattern, and the squad's flares are with the cart detail. The district telegraph is already carrying word of shots fired at Krolva. The Mitras inspector's convoy is ninety minutes out on a road nobody has cleared. Shifter registry (excerpt): no changes. (14 further entries.)
═══════════════════════════════════════════
SANITY: 0/10 → 1/10
- Flight under contact, degraded execution
- Concealment achieved; immediate threat downed: +1 relief
BREAKDOWN STATE: ENDED — degraded capacity persists
═══════════════════════════════════════════
The crawl of the Titan filled the wall of the house — the whole wall, a hand's width at a time, wood shrieking out of its frame. Through the burst gap you could see the street tilted sideways, and Senn's voice arriving from the far side of everything, and the board under your hands was moving, was being pushed up from below, an inch, then two.
/Swap
═══════════════════════════════════════════ SWAP AVAILABLE — KROLVA VILLAGE, DAY 49 Engagement paused at decision beat. Swap window open. Mode-crossing candidates only. ═══════════════════════════════════════════
CURRENT CHARACTER: Survey Corps point runner, Squad 4
WARNING: Your current character does not pause when you leave them. Upon swap, they become engine-controlled and their fate resolves with full neutrality — on-screen or off. A Titan is currently removing the wall between them and you.
SWAP CANDIDATES — connected to this situation:
[1] THE WOMAN UNDER THE FLOOR — Krolva survivor
[2] CAPTAIN GERHARDT KESSLER — Garrison, Section 22
Please select “/Swap (character name)” and I will reply only once as <<narrative>> with a concise character sheet. Remember to take the following steps in this order:
/Swap CAPTAIN GERHARDT KESSLER
CHARACTER SHEET — CAPTAIN GERHARDT KESSLER
Name: Gerhardt Kessler Role: Captain, Garrison — Section 22, Wall Maria, southern stretch, Trost approach (1KM) Alignment: Garrison; no patron; district command's attention, unfavorably Mode: {{eldian_warrior}} Age: 36 | MBTI: ISTJ | Years of Service: 14 Reputation: “The Mule” — steady, carries weight, does not startle. Trusted by the older sergeants, found dull by the younger ones. Dull keeps sections alive. Defense Philosophy: Hold the line. Maintenance, drill, wall integrity. Currently out of fashion with command.
CURRENT STATE — DAY 49, 14:25
WHAT HE KNOWS
WHAT HE DOES NOT KNOW
WHAT HE IS DOING AT THIS EXACT MOMENT Standing at the parapet over the south gate with the flare roster in one hand, watching the tree line four kilometers south, doing the only thing command of a sector allows him to do about shots he cannot see: waiting, and deciding whether the recognition pattern changes tonight.
───────────────────────────────────────────── Please take the following steps in this order:
/Ready
DAY 49 | TIME 14:42 | WEATHER Mist thinning; wind shifting to the west
LOCATION Wall Maria, Section 22 — wall-top parapet above the south gate
ACTIVE MODE {{eldian_warrior}}
CURRENT UNITS 2x Garrison rifle companies (180 men) | 1x ODM squad (8) | 2x fixed artillery emplacements (M1, M2 — 400m effective)
WALL SECTION Section 22, 1KM
WALL STATUS 91% — marker 4 sealed; resin holding
CURRENT MISSION Sector watch — shots fired at Krolva, status unknown
SANITY 6/10
GAMEPLAY MODE [Slice-of-Life]
The follow-up came up the wall stairs on the legs of the telegraph clerk, a boy of nineteen still wet from the run from the gatehouse. “Krolva engagement continuing. One casualty confirmed. Squad withdrawing. No names yet.” The boy waited for a reply, and Kessler sent him back down with nothing, because there was nothing to send. Four kilometers south, the tree line sat in the mist hiding an engagement he couldn't see.
Rix came along the parapet with his hat in his hand, which meant he wanted something. “Gate watch reports gas sounds ceased about ten minutes ago, Captain. Then nothing. No flare. The ODM squad's suited and staged at the gatehouse, sir, and they're asking if the recognition pattern changes tonight.” Below them, on the south road, the first dust of the inspector's convoy was showing at the waystation marker, right on schedule, on a road nobody had confirmed clear.
Nearby NPCs: Sergeant Rix — wants permission to stage the ODM squad forward and won't ask twice; privately thinks the captain should hold protocol and let the Survey Corps handle its own mess. Private Dina — watch post marker 6, the same watchman who reported the Krolva signal fire originally; she has been staring south since the volley and has not moved in twenty minutes. The telegraph clerk — back at the gatehouse, holding a third query from district command that he has not yet been told to deliver: command wants to know why Section 22's ODM squad was suited without orders. Faction events: Squad 4 is executing its fighting withdrawal to the cart road. The abandoned soldier — engine-controlled — hauled the Krolva survivor up through the floorboards and both went down into the root cellar as the house came apart above them; both are alive, buried under timber, and the crippled 4m class has lost interest and is crawling in a slow circle in the street. Senn has the squad's only remaining flare and is saving it for the tree line, where the mist will hide it from the gate watch entirely. The inspector's convoy is forty minutes out; his aide has already sent a runner ahead asking why the road detail is not finished. Shifter registry (excerpt): no changes. (14 further entries.)
Kessler stood at the parapet with the flare roster in his hand and the arithmetic of the afternoon in front of him: a squad coming home through his gate, a road he could not vouch for, and an ODM squad suited and staged and asking him a question that had no clean answer. The mist moved on the tree line. Still no flare.
/Missions

DAY 47 | TIME 06:10 | WEATHER Light rain, wind from the south LOCATION Wall Maria, Section 22 (southern stretch, Trost approach) ACTIVE MODE {{eldian_warrior}} CURRENT UNITS 2x Garrison rifle companies (180 men) | 1x ODM squad (8) | 2x fixed artillery emplacements (400m effective range, marked M1, M2) WALL SECTION Section 22, 1KM WALL STATUS 87% — hairline cracking at marker 4, last full repair 12 days ago CURRENT MISSION None assigned GAMEPLAY MODE [Slice-of-Life] SANITY 8/10 ({{user}} is Stable)
───────────────────────────── MISSIONS AVAILABLE — SECTION 22 ─────────────────────────────
[1] SPAWN RESPONSE — “The Herd at the Tree Line” Objective: A farmer reported three Pure Titans milling at the forest edge, 600m south of the Wall. Verify, assess, and neutralize before they wander toward the Trost gate road.
[2] WALL MAINTENANCE — “The Cracks at Marker 4” Objective: Oversee repair of the hairline fractures at marker 4 before autumn rains widen them.
[3] POLITICAL ASSIGNMENT — “The Inspector from Mitras” Objective: A Military Police inspector arrives at noon to audit Section 22's logs, requisitions, and the disappearance of a private last month. Escort duty. Full cooperation expected.
[4] PATROL AND RECON — “The False Alarm” Objective: A watchman swears he saw signal fire in the abandoned village of Krolva, outside the Wall. Standard sweep protocol. Probably nothing.
───────────────────────────── Select a mission, issue your own orders, or act freely. ─────────────────────────────
I select: The Cracks at Marker 4
DAY 47 | TIME 11:40 | WEATHER Light rain, wind from the south
LOCATION Wall Maria, Section 22 — marker 4, wall-top
ACTIVE MODE {{eldian_warrior}}
CURRENT UNITS 2x Garrison rifle companies (180 men) | 1x ODM squad (8) | 2x fixed artillery emplacements (M1, M2 — 400m effective)
WALL SECTION Section 22, 1KM
WALL STATUS 87% — repairs in progress at marker 4
CURRENT MISSION Wall Maintenance — “The Cracks at Marker 4”
GAMEPLAY MODE [Slice-of-Life]
SANITY 7/10 ({{user}} has received bad news, Titan attack immanent)
The rain had settled into the patient kind that soaks through everything by noon. Below the wall-top, forty laborers clung to the scaffolding on the outer face, hammering lime resin into the hairline cracks at marker 4. The foreman's voice carried up the stone, cursing the weather, cursing the resin, cursing nothing in particular. Captain. The sergeant appeared at your shoulder, hat dripping. Foreman says another two hours and marker four is sealed. Then he stopped, head turning south. Listened. From the watch post at marker 6, the horn sounded — two short blasts. Two short blasts meant the watchman had seen something and wanted someone senior to confirm it before sounding the full alarm. The watchman was Private Dina. Yesterday she swore she saw signal fire at Krolva. There was nothing at Krolva.
Nearby NPCs: Sergeant Rix — wall-top, relaying between posts, hungover, irritable, competent enough. Foreman Elias — on the scaffolding at marker 4, forty-one years old, deaf to anything but his work and his own cursing. Private Dina — watch post marker 6, hesitating to sound the full alarm after yesterday's embarrassment at Krolva; she is watching the tree line through a cracked spyglass and her hands are shaking. Faction events: The Military Police inspector from Mitras is two hours out per the district telegraph; the gate crew at E1 has been ordered to have the approach road cleared for his arrival. District command has asked twice this week why Section 22's repair requisitions exceed the quota. Shifter registry (excerpt): Armored Titan — holder: Marcel Gaunt, Marley, western front, currently deployed in the Valdine offensive. Colossal Titan — holder: Bertholdt Hoover, Marleyan Warrior program, location classified, undergoing endurance conditioning at the southern proving grounds. Attack Titan — holder: Eren Kruger's successor, one Elle Jarnest, Marley internment zone, under Warrior candidate evaluation; her handlers are dissatisfied with her shift control. (12 further entries.)
Dina's spyglass found them. Two shapes at the tree line, 800 meters south. Pure Titans — a three-meter class and a five-meter class, standing in the rain, faces turned toward the Wall. Toward the sound of forty hammers on stone.
GAMEPLAY MODE UPDATED TO: [Combat]

═══════════════════════════════════════════════ ENGAGEMENT: SECTION 22 — SPAWN RESPONSE ═══════════════════════════════════════════════
A B C D E F G H I J
1 M1 W R R G R R W M2 W 2 W W C C W W W W W W 3 ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 4 ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 5 ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 6 ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 7 ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 8 ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 9 ~ ~ ~ ~ ~ ~ ~ ~ T T 10 F F F F F F F F F F
MAP KEY M1/M2 Fixed artillery emplacements — 400m effective range (rows 1-4), area denial, require spotting, cannot depress below row 2 W Wall structure / wall-top walk G Gate (E1) — opens inward, 90-second crank cycle, currently sealed for the inspector's arrival R Garrison rifle sections — wall-top, 100m suppression range, near-useless vs. Titan flesh without nape strikes C Repair crew — 40 laborers on scaffolding, outer face, marker 4 (D2-E2), exposed, unarmed, no ODM O ODM squad — 8 operators, staged at gatehouse interior (not shown; off-grid reserve) T Pure Titans — 3m class (I9), 5m class (J9), 800m from wall, walking pace ~ Open field — muddy, rain, poor footing F Forest edge — concealment, Titan spawn origin
SITUATION
OBJECTIVE: Protect the wall, the crew, and the section. Priority weighting between those three is your decision, Captain.
Await the enemy's commitment.
ENEMY COMMITMENT — LOCKED:
The enemy has committed. Issue your orders.
Welcome to Attack On Titan: 5 Unique Gameplay Modes — a hardcore tactical simulation of endless war in a modified Attack on Titan universe. There is no Founding Titan. There is no Rumbling. There is only the plague, the war, and you — one entity in it, not its center.
Death is final. No respawns. No loops. No plot armor. Outcomes are calculated on logic, never on your satisfaction.
This simulation runs on five distinct modes. You will play in exactly one (at a time, swapping is possible!).
BEFORE YOU DO ANYTHING ELSE — MANDATORY SETUP:
STEP 1 — SAVE THE BUILDING BLOCKS: Go to the LOCATIONS section of this game. You will find five location blocks: {{marleyan_warrior}}, {{eldian_warrior}}, {{yeagerist_insurgent}}, {{non_shifter_military}}, and {{civilian}}. Using the “...” menu next to each label name, SAVE ALL FIVE as building blocks. Do this now, before anything else — these are your mode templates and you will need them later.
STEP 2 — ACTIVATE YOUR MODE: Pick ONE of the five modes below to play as. Then, in the LOCATIONS section, REPLACE ALL TEXT in the other four mode blocks with the words “This Is Not The Active Mode” and SAVE each one. Only your chosen mode's block should still contain its full text.
THE FIVE MODES:
{{marleyan_warrior}} — GRAND STRATEGY OFFENSE. You hold a battlefield rank in the Marleyan military. You command entire battlefields: units, artillery, anti-Titan emplacements, and Shifter assets on continental campaigns. You are an office, not a persona. Your officer identity is generated for you via /Random. Combat is resolved on an ASCII battlefield grid with simultaneous-order commitment. Failure climbs the ladder: Demotion, Imprisonment, Assassination.
{{eldian_warrior}} — GRAND STRATEGY DEFENSE. You hold a rank in the Paradis military charged with defending the Walls against the Titan plague. You start as Captain of a 1KM wall section and can rise to General of the entire wall system. Static warfare, wall integrity, garrison politics, and the slow dread of an unending enemy. Officer identity generated via /Random. Same grid-based combat, same failure ladder.
{{yeagerist_insurgent}} — CLANDESTINE THIRD-PERSON-CLOSE. You are a cell member of a hunted radical insurgency, starting at the bottom with solo assignments. Heat, trust, betrayal surfaces, and ambush-scale combat resolved cinematically — no grid, no orders, just you in prose. Create your own character or use /Random. Death is final.
{{non_shifter_military}} — GROUND-LEVEL THIRD-PERSON-CLOSE. You are an ordinary soldier — a pawn in the grand strategy of whatever nation you serve. ODM gear, a rifle, squadmates who break, and orders from commanders you will never meet. Combat is cinematic, fast, and lethal. Create your own character or use /Random. Death is final.
{{civilian}} — SLICE-OF-LIFE SURVIVAL. You are an ordinary civilian inside the Walls. No missions, no combat loop, no destiny. Taxes, harvests, debt, neighbors — and when catastrophe comes, you run or you die. Create your own character or use /Random. Death is final, and it usually comes fast.
STEP 3 — CONFIRM YOUR MODE:
Once Steps 1 and 2 are complete, select which mode you activated from the options below to begin Character Creation for your PERSONA block.