
Kilo Delta: Epic Modern Warfare Sandbox Simulation
A downloadable game for Windows
# KILO DELTA
Kilo Delta is an experimental large-scale battle simulator inspired by games like Battlefield. It is built around infantry combat, bots, vehicles, classes, objectives, and large, unpredictable battles.
This is **not a finished product**. It is buggy, rough around the edges, visually inconsistent, and sometimes things simply break.
But it is also very fun to play.
---
## THE VISION
Kilo Delta was heavily inspired by Battlefield-style games.
What has always annoyed me about those games is the price, company gouging, and sometimes the lack of creativity that comes with AAA development. Large studios are subjected to deadlines, budgets, and release schedules that naturally prioritize getting a finished product into customers' hands.
I do not necessarily have a problem with that way of making games. It produces some incredible, visually stunning games.
Kilo Delta is simply trying to do something different.
The idea is to take the basic skeleton of a Battlefield-style game and gradually turn it into a full battle simulator with as much creative freedom as my computer and imagination can handle.
I do not want Kilo Delta to remain just a capture-the-point game forever.
The long-term goal is to add different game modes, campaigns, factions, weapons, vehicles, maps, equipment, and whatever else can reasonably be built around this style of game.
I want Kilo Delta to eventually contain as much as possible without having to worry about whether every idea fits into the traditional AAA development cycle.
---
## THE WORLD OF KILO DELTA
The world of Kilo Delta is currently divided between two warring factions.
**KILO** is an American and Western-inspired military power.
**DELTA** is inspired by Eastern Bloc, Russian, Middle Eastern, and communist-state military aesthetics.
These were simply the first two factions I came up with when creating the game.
Eventually, I would like Kilo Delta to contain many factions spread across an entirely fictional world. When creating a battle, players could eventually choose which factions are fighting, what map they are fighting on, and how the battle is configured.
The lore is currently very basic, but there is a lot of room to expand it later.
---
## GAMEPLAY
Kilo Delta is a large-scale combined-arms shooter built around objective fighting, bots, vehicles, classes, and constantly changing battles.
You can play completely alone with bots, or **host a match and allow other players to join using direct IP and port forwarding.**
**Multiplayer is currently experimental and is NOT officially supported as a polished feature.** I have made an effort to allow people to play together through direct IP if they want to mess around with it, but a proper multiplayer system has not been finalized yet.
Bots are not just filler. They capture and defend objectives, revive teammates, use different classes, operate mounted weapons, drive vehicles, fly helicopters, and fight alongside human players.
Human players can join an active battle and take the place of bots without stopping the match.
Players can freely choose their class whenever they respawn.
The basic classes are always available:
- Assault
- Heavy
- Medic
- Specialist
Stronger subclasses such as Grenadier, Breacher, Engineer, Anti-Armor, Officer, Scout, and Recon are purchased using points earned during the current match.
Kills, assists, revives, objective captures, headshots, long-range kills, kill streaks, and other battlefield actions all contribute to your score.
Vehicles also play a major role in larger battles.
Civilian cars, trucks, vans, and buses can be found around appropriate maps, while each faction receives military vehicles such as tanks, armored vehicles, machine-gun jeeps, and helicopters.
Vehicles support multiple seats, allowing players and bots to drive, operate mounted weapons, ride as passengers, and fight together inside the same vehicle.
The goal is not perfectly controlled competitive combat.
Kilo Delta is designed around large, messy, unpredictable battles where a quiet objective can suddenly turn into a firefight involving infantry, machine guns, explosives, tanks, helicopters, and dozens of AI soldiers all at once.
---
## BUILT WITH AI
### IMPORTANT IF YOU DO NOT SUPPORT AI-GENERATED CONTENT
I completely understand the anti-AI movement and why some people want nothing to do with AI-generated games or artwork.
In the case of Kilo Delta, though, AI is a major part of how the game exists at all.
Most of the coding has been done using Claude. At the time of writing, I am using Claude Opus 5.5 through a normal $20 monthly subscription.
Claude is connected directly to Unity through MCP, and I also connect it to Blender through MCP so it can help create and modify assets.
I originally figured out how to set most of this workflow up through ChatGPT.
I am being completely transparent about this because I do not want anyone downloading Kilo Delta thinking it was developed traditionally, which would be unfair to actual indie Devs out there hard at work at their own games.
The coding is heavily AI-assisted.
The artwork and 3D assets are currently heavily AI-assisted, and looks pretty bad.
At the moment, though, AI is doing most of the heavy lifting.
If your reaction is:
"Why should I care about some AI-made game?"
You honestly do not have to.
Part of what interests me about this project is that I have only spent a relatively small amount of money making it so far.
If you want to go through the trouble of setting up these tools, paying for AI subscriptions, connecting everything together, fighting with it when it refuses to listen, and building your own game, you absolutely can.
If you would rather just play the result, Kilo Delta is here.
For now, it is free.
I am not sure whether I will eventually pursue a paid version. If I ever do, I have no interest in charging some ridiculous AAA price for it.
---
## BUGS AND FEEDBACK
Right now, Kilo Delta is rough on the eyes.
That is partly the point.
The idea behind the project is that I do not want to wait years for a huge studio to make exactly the type of game I want to play.
That also means you should expect problems.
**Things may not work correctly.**
You may encounter:
- Broken AI
- Strange physics
- Animation problems
- Vehicle bugs
- Balance problems
- Visual glitches
- Performance issues
- Crashes
- Networking problems
- Features that occasionally stop working altogether
**Multiplayer especially should be considered experimental.**
I do not officially support multiplayer as a polished feature yet, but I have included direct-IP hosting and joining for people who want to experiment with it.
That being said, I would greatly appreciate feedback and bug reports.
If you see an extremely obvious bug, there is a decent chance I already know about it.
What I am especially interested in are specific situations where something breaks unexpectedly.
If you can explain what you were doing, what map you were on, what happened, and what you expected to happen instead, that is much more useful.
You can leave feedback and bug reports in the comments.
Kilo Delta was originally made primarily for me, my friends, and my family to play privately.
I eventually decided to release it because I figured other people might have fun with it too.
If you genuinely enjoy it, please let me know.
---
## SUPPORT DEVELOPMENT
Kilo Delta started as something I was making for myself, my friends, and my family.
I decided to release it publicly because if other people enjoy playing it too, I would like to continue pushing it much further.
If you leave ideas, feedback, bug reports, or even just download and play the game, that tells me there is interest in continuing development.
Optional donations are also appreciated.
Donations would primarily go toward continued development costs, tools, software, AI subscriptions, and eventually releasing Kilo Delta on Steam.
I want to be completely clear again:
**This game contains a large amount of AI-generated and AI-assisted content.**
If that makes you think:
"Why would I give this guy money?"
I would not blame you.
You absolutely do not have to.
But if your reaction is more along the lines of:
"I would rather play this than spend my own time arguing with an AI until it builds the game I want,"
then that is basically why Kilo Delta exists.
You can play it for free.
Even if you never donate anything, every download, play, comment, or piece of feedback is a signal to me that people actually want this game to keep growing.
**So if nothing else, every download tells me to keep going.**
| Published | 21 hours ago |
| Status | In development |
| Platforms | Windows |
| Author | CamoPatriot |
| Genre | Shooter, Simulation |
| Tags | 3D, FPS, Indie, Sandbox, Singleplayer, Tactical, Vehicles, War |
| AI Disclosure | AI Assisted, Code, Graphics |
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