Ashes of the Failed State is a PC and laptop game. Open this page on a laptop or desktop to play.
Deep Strike Campaign
First we take back Ukraine. Then we take everything from them. Those responsible will pay.
Drag to pan. Pinch or scroll to zoom. Tap a target, hub, or bridge for details.
A Native FrogsDen Game
Ukraine is whole. The real campaign begins now. Russia pays.
Every occupied territory is back in our hands. Now we cripple the Russian war economy, so they can never do this again.
Every Russian region we capture becomes a forward base, letting us launch strikes deeper into their territory. Russia will not give up that ground quietly. They will send air strikes to try to take each captured region back.
All our captured regions share one Air Defense Command pool of interceptors. Keep that pool stocked and every forward hub we hold draws on it automatically. Let it run dry and any of them can fall.
This is our first captured ground inside Russia. It will not stay ours by itself.
Open Air Defense Command from the top bar and buy interceptors into the shared pool. Russia will send air strikes trying to take this region back, and every hub we hold draws from that same pool automatically.
Keep the pool topped up. This is not a one-time purchase. It drains with every strike Russia sends against any hub we hold, for as long as we hold ground inside Russia.
One war, run from the map. Free Ukraine, then take the fight into Russia and grind its war economy down sector by sector until the whole country is yours.
Phase 1: drive every occupier out of Ukraine. Nothing inside Russia is in range until the last occupied sector is liberated. Phase 2: the border sectors open and you push east, one sector at a time, until the war machine is gone.
While you liberate Ukraine, Russia bombards your cities. The bar up top shows how many residential buildings are still standing, and they fall on a clock. Free every occupied sector before that clock runs out. If the cities are lost first, the war is over and you start again. So move with purpose in Phase 1.
The 1X button up top cycles 1X / 3X / 10X. Run the map fast while you build a war chest, and drop back to 1X the moment a barrage is inbound so you can react.
Pick a weapon from the dock, tap a target to see its range, hardness and value, set how many to send, and launch. Mass drones are cheap and swarm; heavy missiles cost a lot but punch through defended targets. Each weapon type flies its own marker (dot, chevron, arrow, diamond) so a mixed salvo stays readable, the key is at the top of the IN-FLIGHT panel.
Every target you damage pays budget back, and every sector you hold pays a steady income that grows as you take more ground. On top of that, allies send grants, but only if you fight smart. Hitting the right target with the right weapon, finishing missions and taking ground raises your standing and brings bigger, more frequent aid. Spraying expensive missiles at soft targets wastes money and dries the grants up. Plan strike packages, do not spam.
A rolling objective (clear so many refineries, ammo depots, and the like) on a timer, with a cash bonus. Skippable, but the bonus funds your next push.
Clear all of a sector's targets and it flips to your control. Each captured sector gives you a forward base that extends your range deeper into Russia, so taking ground is how you reach the next band of targets. Held ground gets hit back, see Air Defense.
Once you hold Russian ground it gets counterattacked. The DEFENSE panel up top is one shared interceptor pool that auto-covers every forward base you own. Keep it stocked or you lose sectors. The attacks get heavier the more you hold, so keep buying interceptors.
Every sector has one, marked with a bright double ring. While it stands it shields every other target in the sector, and the sector will not fall until it is knocked out. It takes real ordnance, so save a barrage for it.
Five major cities, Kazan, Yekaterinburg, Novosibirsk, Saint Petersburg and Moscow, are set-piece Operations that unlock as you take territory: Kazan at 30% controlled, Yekaterinburg at 60%, Novosibirsk at 72%, Saint Petersburg at 85%, and Moscow at 100%, the finale. When one unlocks you enter its assault: suppress the layered air defense first, then knock out the power and EW network, then the command posts and intelligence centres, and finally the hardened HQ bunker at the core. Work in that order, the inner targets are sealed until the outer ones are cleared. Damage stays done between attempts, so a city can take several funded pushes. Bring everything.
You win by taking all of Russia, Moscow last. You lose if your cities fall in Phase 1 before Ukraine is free, or if your budget runs dry with nothing left in the air to bring a payout home.
The game saves on this device automatically, so you can hit Continue next time. Create a free FrogsDen account to save your progress properly and pick it up on any device.