Steam Playtests
Treaty Ground: Corridor 2032

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Treaty Ground: Corridor 2032 playtest

by https://chillnowllc.com

Command a tank section on the last unarmed border on Earth. Plan your routes, pin your orders, and hit GO — then keep commanding, because there is no pause and no rewind. Hits break systems, not health bars. Flanking doubles damage. Being seen is a resource you spend.

Anyone with a Steam account can join, and it's free.

Access
Instant
On playtest since
Oct 16, 2026
Released
Nov 5, 2026
Developer
https://chillnowllc.com
Platforms
Windows, macOS, Linux
Players
Single-player
Languages
English

How to join the Treaty Ground: Corridor 2032 playtest

  1. Open the game's Steam page with the Join playtest button. Sign in to Steam if it asks.
  2. Use the Treaty Ground: Corridor 2032 playtest signup there. You're in straight away, with nothing to pay.
  3. The playtest shows up in your Steam library, ready to install and play.

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How AI is used

Some of this game's audio was created with generative AI tools.

The developer's own words, from Steam.

About Treaty Ground: Corridor 2032

Treaty Ground: Corridor 2032 is a single-player tactical armor game about commanding tanks when you are not allowed to start a war — until someone starts one anyway.

March 2032. The shooting between the People's Republic of Canada and the United States stopped five years ago, on a memorandum of understanding and nothing else. In between sits the Tessil Corridor: fifty kilometres of ground, sea to wall, that armies are banned from and surveyors are not. You are Blue Section, 3rd Observation Regiment — the crew patrolling the ground nobody is supposed to fight over. Somebody has decided otherwise.

Plan. Launch. Then keep command.

There is no pause and no rewind. You place your force, draw routes, pin orders onto individual waypoints, and hit GO — and every one of those tools keeps working while the battle runs. Drag a route and the tank re-plots from where it is now, not from where it started. Commanding a live battle, rather than a frozen one, is the game.

Your tank does not have a health bar

Every tank is four independent systems — mobility, gun, optics, catastrophic — and a hit breaks what it physically struck. An M-killed tank can't move, but it still shoots and still sees for your team. An F-killed tank can still drive, scout and screen. And where a shot lands matters even more than that it lands: side hits do 50% more damage, rear hits double it — while an enemy you approach from behind only senses you at 60% of its normal range. Flank, or be flanked.

Being seen is a resource you spend

Firing gives you away. Optics, signature, smoke, bulldozed earthworks and hull-down ground decide who looks and who is looked at. Your satellite feed is only as fresh as its last pass — the picture is ground truth as of the pass, not as of now. Command on stale intel, or push eyes forward and go look.

The PROVOCATEUR campaign

Six story missions along a rules-of-engagement ladder — weapons-tight blockade duty up to free fire — plus an always-unlocked gunnery range. Forces scale from a 3v6 blockade to a 12v9 raid with a tow-bar objective and a recovery vehicle. Against you stands an enemy platoon commander with a doctrine of its own: it holds, counter-flanks, and concentrates.

  • Command 3 to 12 tanks in real time — planning tools that never lock
  • System damage, not hit points: mobility, gun, optics, catastrophic
  • Facing-based gunnery — side ×1.5, rear ×2.0, rear detection at 60% range
  • \[Real sensing: optics, signature, hull-down, smoke, earthworks
  • NATO APP-6 symbology tactical map with satellite and survey-block layers
  • Jump into any tank's view with the POV feed
  • Six-mission campaign plus an always-open gunnery range
  • An enemy platoon commander with its own doctrine — not a charge line
  • Free. No base building, no production queues, no microtransactions.

From the game's Steam page.