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Continuous Campaign
May 8, 2026 at 08:56 AM
Applied Title Case to body headings
DREADNOUGHT TARTARUS does not split its campaign into a list of missions picked from a hub. The whole game is one ongoing strategic-map advance, with the dreadnought itself as the camera anchor: as the ship rolls forward, the war unfolds around it. There is no mission select and no return to base between fights. The overview article frames the game-wide context; this article focuses on the structure of the campaign itself.
Most strategy and action games anchor progression to a hub: the player picks the next operation from a menu, drops in, completes objectives, and returns to a static base. DREADNOUGHT TARTARUS replaces that loop with a single continuous theatre. The dreadnought sits on the strategic map at all times, and combat unfolds while the battlefield continuously advances, so moving forward is part of the gameplay rather than a transition between missions.

Between active engagements, the strategic map turns into a planning surface. The player chooses which direction the TARTARUS advances next, prioritises objectives along that path, and adjusts the ship's loadout to fit the terrain and threat profile of the zones ahead. Because the battleship's modular hull, weapons, and support units can all be reconfigured, the route you commit to and the kit you equip are part of the same decision.
benkimchi has self-described the structure as sitting somewhere between a real-time wargame and a roaming tower defense. The wargame side comes from the strategic map and the loadout decisions between engagements. The tower defense side comes from the way the dreadnought slowly advances under continuous threat, with the player managing fields of fire and weapon priorities while the ship pushes forward.

Because the campaign is continuous, progression compounds across zones rather than resetting. Intel and resources gathered in earlier areas feed directly into reverse engineering, which unlocks new armaments and modules that the player then carries into later zones. A system salvaged from one engagement can be the deciding factor several zones later, so early choices about which threats to engage stay meaningful for the rest of the run.
The zones along the route mix engagement types rather than repeating one loop. The four publicly described enemy categories appear at different points along the path, and each rewards a different loadout. When a fight is too small or too delicate for the dreadnought's main batteries, the player can switch scale by deploying the combat mech from the hangar bay to handle it at ground level. The mech does not break the continuous structure: while the player is on foot, the dreadnought is still on the same strategic map.

Several specifics about the campaign's exact shape are not public yet. The wiki will update them once benkimchi confirms details. Open questions include:
Total number of zones along the campaign path.
Total expected runtime for a single playthrough.
Whether the route branches, loops back, or runs as a single forward path.
How saving and checkpointing are handled inside the continuous structure.
Whether multiple difficulty modes ship with the game.
Whether the campaign is told as a single named arc or as one unbroken war.
Whether a New Game Plus or post-campaign loop exists, and what it carries over.