RoFront [World PvP] is a Roblox real-time conquest title from Torrey Pines, based on the Open Front formula. You command one nation across a single world map, with play unfolding continuously rather than in turns. Begin with one capital on neutral ground, claim more territory, and use gold for cities, factories, ports, defenses, and nuclear weapons. Keep expanding until your nation controls most of the planet. The full-planet World map appears as a flat overhead view; there is no character to move, just borders, icons, and troop lines.
Quick answer: You win by reaching 80% World Control. The fastest reliable route is a corner spawn, early rushes during protection, city-and-factory income, SAM cover, then nukes followed by immediate invasions.
RoFront win condition and elimination
The HUD’s World Control display continually reports your map share, the share held by the current leader, and the label “GOAL 80%”. There is no points-based scoring table or countdown timer; a match finishes as soon as a nation passes the threshold. In recorded games, that has meant 80.2% of non-fallout land in a world match, or 80.1% in a team match and a Brutal solo run. Fallout-covered ground is excluded from your total, making its reclamation a frequent way to reach the finish line.
You can tell you won when the “VICTORY” screen appears with the line “You conquered the world with 80.1% of all land” or your own percentage. That screen also lists peak land, max troops, nations eliminated, match duration and the gold you earned. A Brutal solo win recorded 2.21M max troops, 17 nations eliminated, a 16:20 match time and +2,925 gold. Losing looks just as clear. “ELIMINATED – YOUR NATION HAS FALLEN” appears with the nation and time that finished you, for example “Conquered by Ethiopia at 1:39.” Select “Play Again” to return to the spawn screen.
The game description lists 88 player nations, while Roblox servers hold 30 players. Because some positions are bots or vacant, a public lobby may have fewer than 88 human players.
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Add to Google Preferences →Where to play RoFront: Solo, maps and difficulty
RoFront arrived on Roblox on September 27, 2026. You can play on PC, mobile, or console using a standard Roblox account; no additional login is needed. Start from the official listing to steer clear of copycat games.
The main menu offers public matches and “PLAY SOLO” against AI. Solo maps include World, Europe, North America, South America, Asia, Africa, Antarctica, Dysledria, Europe (Classic), Giant World Map, Oceania and World Inverted. Regional team boards, lake and abstract maps, and Humans vs Nations have their own entries in the map menu.
| Solo difficulty | How the AI behaves |
|---|---|
| Relaxed | Gentlest AI |
| Standard | Best fit for new players |
| Brutal | Grows fast, trends into unity |
In Brutal mode, the menu states “Nations leave you alone for 2:00,” while the HUD begins with “PROTECTED 2:00”. Protection in public matches lasts roughly one minute instead. The menu includes an Arsenal that uses Stars and a Locker with cosmetic territory skins and flags. No codes have been verified as working; disregard claims of free Robux or skins.
Best RoFront opening: Spawn in a corner and rush neighbors
The first two minutes decide most runs. If you spawn next to a big nation, you can be wiped out before you build anything. The opening below took a Brutal World match from a single capital to a secure regional base.



The stats banner tags your terrain with labels like “Commander – Highland,” “Commander – Mountains” and “Commander – Plains.” In public matches, your capital appears on the map as your Roblox avatar’s face.
RoFront attack controls: Troop percentages and the radial wheel
Use the ATTACK slider at the screen’s bottom to choose the fraction of your army sent with each click. You can set it to 10%, 25%, 35%, 50%, 75% or 100%. Hover on a target to check the troop count, such as “Sends 2.62K troops.” Any troops left alive rejoin your pool after combat. When you have a clear numbers advantage, 50% or 75% can capture land quickly. Choose a low setting to wear down tribes while retaining a home garrison. A strongly fortified nation may stop even a 75% assault, so keep troops back to rebuild your force.
Right-click a territory to open the radial wheel:
- Attack dispatches troops across land using the percentage set on your slider.
- Boat starts an invasion by sea when the target coast is beyond your land reach.
- Ally and Betray start or break an alliance.
- Nuke fires a nuclear weapon at the selected location; you need a Missile Silo to use it.
- Donate, Build, Focus, Info and Retreat handle the rest.
When you first reach the coast, a “You reached the sea.” prompt appears. After that, you can pick Boat from the wheel or click a distant shore. If you queue too many landings at once, the game shows “Too many boat orders at once – wait a moment,” so space them out. A “TIP: You are under attack!” card means it is time to open the Attacks panel, which lists every active front.
RoFront buildings and gold costs
Structures on your territory generate the gold that funds your purchases. Costs climb as you add more of a building or upgrade it, so prices for the same structure can differ. Look at its tooltip before placing it.
| Structure | Gold cost | What it does |
|---|---|---|
| City | 125K–1M | +25,000 troop cap |
| Factory | 125K–1M | Trucks pay gold per stop |
| Port | 250K–1M | Trade ships, builds warships |
| Warship | 250K–750K | Sinks transports |
| Defense Post | 50K–250K | 5x troops, 3x time to attack |
| Missile Silo | 1M | Required to launch nukes |
| SAM Launcher | 1.5M–3M | Downs bombs within 70 tiles |
| Reinforcements | 100K–300K or 1500 Robux | Extra troops |
Cities and troop cap
Your troop cap is fixed, with troops regenerating over time until they reach it. Each City adds 25,000 to that limit, boosts troop production, and connects to the road network. Select a City you already own to improve it without moving it; its tooltip says “Upgrade City Cost: 1M gold,” and upgrades continue to Level 6 and higher. In the late game, winning empires cover their land with Cities to sustain troop totals in the millions.

Factories and road income
Factories act as road hubs: their trucks generate gold at each stop along routes through friendly territory, so connecting more roads increases earnings. Set a Factory beside your Cities to link them and sharply boost gold income. Build them inland, beyond easy enemy reach. A small number of upgraded factories in secure territory is better than several weak ones on an exposed border.

Once your home region is secure, keep stacking. Build and upgrade more Cities and Factories across consolidated land. In a late game, a dense economy produces more than +300K gold per second.

Ports and Warships
Ports go on coastal land. They send out trade ships for gold and serve as your shipyard and staging point for invasions. To place a Warship, tap the patch of sea it should patrol. It goes after enemy transports first, then enemy warships. It also captures trade ships, shells enemy coasts and heals near your land. Notices like “Your warship sank a transport from Texas” confirm it is working. Clear enemy warships off a coast before you send troop transports at it.
Defense Posts
Defense Posts are the least expensive border defense. Attacks on territory no more than 30 tiles from a post require the attacker to commit five times as many troops and spend three times as long. Place posts at contested chokepoints and wherever the Attacks panel shows pressure, rather than distributing them uniformly. Each post is marked on the map with a shield icon.

RoFront alliances, betrayal and target choice
Select Ally on the wheel to offer an alliance, or agree to a neighbor’s proposal. It closes one border shared with that nation, freeing troops for other fronts, but leaves the rest of your territory unprotected. Either AI or player nations may turn you down; a refusal often precedes war. During the Antarctica run, a temporary pact with East Antarctica provided cover while troops were spread thin. After rebuilding the numbers, a 75% attack eliminated that nation. An alliance with Australia next protected the flank as the advance continued over the coast and islands.
Go after rival zones that hold cities and ports first. Taking them adds a neighbor’s economy to yours and removes theirs from the map.

Naval invasions finished off New Zealand and the last Antarctic strongholds in the same run. Track each of these pushes in the Attacks panel.

To end an alliance, use “Betray & attack.” The ambush is penalized by removing half of its troops. For 30 seconds, you carry a TRAITOR mark visible to every nation on the server, and enemies need just 50% of their normal troop commitment to attack you. This can still be used to annex a major ally such as Australia, but fortify the surrounding borders first.
RoFront nukes, SAM Launchers and fallout
You need a Missile Silo before the Nuke option does anything. Once a silo is built, these gold-priced weapons open up:
| Weapon | Gold cost | Blast |
|---|---|---|
| Atom Bomb | 750K–1M | 30 tiles |
| Mega Nuke | 2.5M | 60 tiles |
| Hydrogen Bomb | 5M | 100 tiles (80–90 wiped out) |
| MIRV | 25M | Up to 350 warheads on a nation |
An Atom Bomb removes troops and structures in a small radius, leaving fallout behind. A Hydrogen Bomb annihilates everything in its impact area, making it the usual choice against a fortified capital. A MIRV distributes warheads across a nation, severely cutting its troop count. Each weapon is limited by the range circle of your silo, so place one forward near your target. In the Brutal run, a silo in Indonesia allowed a MIRV strike on India.
SAM Launchers fire on their own. They shoot down bombs aimed within 70 tiles and confirm each kill with a message like “Your SAM shot down Texas’s Atom Bomb.” Put them over factory clusters and silos first, then overlap their coverage across all your land. Incoming strikes trigger a warning such as “Incoming Nuke – Atom Bomb from Texas – Impact in 1s.”

There is no defense against MIRV warheads. When a rival has 25M gold, SAM coverage cannot save you.
Every blast leaves a green fallout zone. Click it to get the “Fallout zone – Click: expand with…” prompt and send troops back in. Do it quickly, because only land outside fallout counts toward 80%. The Arsenal is a separate menu that spends Stars instead of gold on unlockables, including the Mega Nuke, Scattershot, Reinforcements, Artillery, Air Strike and Railgun. The victory screen tracks progress toward these, for example “AIR STRIKE 24,180 / 200,000.”
How to win RoFront on Brutal: The late game
With Antarctica, Australia and the nearby islands secured, the Brutal run turned into a nuclear exchange with the remaining superpowers. Brazil launched first and was answered with a Mega Nuke. SAM Launchers and silos went up across Antarctic and Australian territory and intercepted later strikes on their own. Then came the finishing sequence. A 25M gold MIRV hit India, a 5M gold Hydrogen Bomb landed on Mexico’s capital cluster with an amphibious landing right behind it, and a ground offensive across Africa took Kenya. That pushed World Control to 80.1% at 16:20.
The pattern matters more than the specific countries. Bomb a rival’s troop concentration, then invade through the fallout before the defender can rebuild, and reclaim the irradiated tiles as you go. Run that loop until the World Control readout passes 80% and the VICTORY screen appears.






