Internal Conflict
A 200-player war in an alternate world.
The Cold War ended the other way. In 1999 the former USA is at war with itself.
Free to play. Play for freedom.
The River Works
For The People Now
Ministry of Public Harmony · Valley Sector
They Told You
The Bridge Held.
It Did Not.
Come see who holds it now. Bring your own radio.
LISTEN FOR US ON THE OPEN BAND
Kanoga Comets
J. Halloran · CF · No. 8
People's League · Series II · Card 41 of 60
Collect the whole team, comrade.
SIGNAL INTERCEPT · PROXIMITY BAND
21:04UNK-1Hold the ramp. Two trucks coming over the span, lights off.
21:05UNK-2They are not ours. Say again, not ours.
21:05UNK-1Everybody quiet. They will hear us before they see us.
21:07UNK-2Fall back to and wait for the whistle.
21:07UNK-1Copy. Good luck out there. Whoever you are.
Voices carry in the valley. Range approx. shouting distance.
Never Pay To Win
Free To Play. Play For Freedom.
Two devs, no publisher, and a community that steers it. It will be messy. Come watch.
BEAT 01 / 12
One Valley. One War.
A river valley at full scale, and a single war fought across all of it. Everything after this is read off this sheet.
BEAT 01 / 12One Valley. One War.
A river valley at full scale, and a single war fought across all of it. Everything after this is read off this sheet.
BEAT 02 / 12The Setup
The United States did not lose a battle. It lost a bet. What stands now is a captured America: the Soviet backed USSA against the Homegrowns, a resistance with no factory of its own and no intention of stopping. Main Street has a propaganda billboard on it. The diner is still open.
BEAT 03 / 12Two Sides
The USSA holds the south of the river with a supply chain behind it. The Homegrowns hold the north with almost nothing, and refuse to leave. Every fight in the valley is one of these two arguing over a road.
BEAT 04 / 12One War, Not A Match
There is no queue and no countdown. You join a war in progress and it keeps running after you leave. A war can still be won, and the design fights snowballing, so the honest shape of a war is a grinding stalemate that heaves back and forth for days.
BEAT 05 / 12The Front Moves
The live battlespace slides across the valley as the fighting moves. Take enough ground and the whole front steps forward, headquarters and all. Ground you inherit comes raw: an advance hands you a position and the job of digging in all over again.
BEAT 06 / 12Supplies Win Wars
Nothing is conjured. Spawns, weapons and ammunition are physically delivered before anyone can draw them, and starving a base is the actual way you choke a faction out of a sector. The supply run is a frontline job.
BEAT 07 / 12Dig In
Grab a hatchet. Drop trees. Build fortifications and dig trenches where you need them, not where the map says you may. Two weeks into a war, the shape of a front is entirely what the players put there.
BEAT 08 / 12Home Is A Place
Headquarters is a barracks with your bunk, your footlocker and your armory. Spawning forward is deliberately the opposite: fast, functional, characterless. One is somewhere to come back to. The other is a foothold.
BEAT 09 / 12Death, Rescue And Capture
Dying costs you something without ending your evening. Anyone can revive anyone, including enemies, and you can restrain and capture a player instead of killing them. A losing firefight can end as a negotiation, a prisoner, and a story nobody scripted.
BEAT 10 / 12The Journalist
A neutral third faction plays the war unarmed. It walks through both lines on a press badge, and it earns from what it gets on camera: a kill, a capture, a revive, an interview, a surrender, a flag changing hands. Then it spends that money back into the war, funding a squad to go take something worth filming. The badge buys passage, never cover. A completely different game living inside the same war.
BEAT 11 / 12One Valley
194 square miles of Appalachian river valley at full scale. Five million trees, long ridgelines, small towns you fight through building by building, and one enormous bridge everyone will learn to fear. It is one map because it is one war.
BEAT 12 / 12Never Pay To Win
The entire game is free and purchases are cosmetic only. Nothing you unlock, earn, grind or buy will ever give you a combat advantage. That is a design law we wrote down before we wrote the game.
KIT 001
Early supporter kits
Five dollars. An in-game t-shirt that says you paid five dollars for a free game. More kits will exist someday. This one exists now.
It never touches combat. Nothing you buy ever will.
Five dollars · cosmetic only · yours on this account
Built in the open
Two devs, no publisher, and a community that steers it. We show the work as we do it.
Dev Log 04 Now approved for PlayStation 5
The war has channels
Come say hi before you catch a wave.
© 2026 HAPPYDALE. ALL RIGHTS RESERVED. INTERNAL CONFLICT IS A WORK OF FICTION.
Produced by HappyDale
Platforms
Wishlist now on Steam.
In development for PlayStation®5 and Xbox.
© 2026 Sony Interactive Entertainment LLC. “PlayStation Family Mark”, “PlayStation”, “PS5 logo”, “PS5”, “PS4 logo”, “PS4”, “PlayStation Shapes Logo” and “Play Has No Limits” are registered trademarks or trademarks of Sony Interactive Entertainment Inc.
Internal Conflict uses Unreal® Engine. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere.
Unreal® Engine, Copyright 1998 – 2026, Epic Games, Inc. All rights reserved.