
LIGHT TANK
Faster and cheaper than a tank, with a lighter cannon - quick to the front, quick to the ore fields.
NEEDS A WAR FACTORY
Commander. The Red Legion has crossed the border.
Two campaigns of eight missions, each with a briefing and a goal of its own: destroy their base, hold out until help arrives, mine the ore we need, or knock out one key building.
Nine kinds of units - light tanks, artillery, flame troopers and engineers that take over enemy buildings - on sixteen maps more than twice the size, with three save slots.
A repair bay for your vehicles, a command center you can build again, and a map editor: paint the land, set out both bases, and play your own battlefields.
Leave the title alone for 10 seconds, or the mission setup for 30, and the computer plays both sides - on brutal, a different map each time.
Both bases build up, harvesters bring in the ore, and tanks and troops march out in waves. The view follows the fighting.
Ten minutes in MAME, with the game's own music and sound. A click or a key, and you take over.
Everything in version 1, and a lot more. Click a picture for a closer look.














Sixteen missions against the Red Legion with briefings and goals of their own. Campaign 1 works up from easy to hard, with new units unlocking as you go; win it and campaign 2 opens - eight more missions on the skirmish maps, at brutal. The game remembers how far you got.
Fast light tanks, artillery that out-ranges turrets, flame troopers, and engineers that walk into an enemy power plant, war factory or refinery and take it over. The enemy uses them too.
Sixteen maps of 48 x 36 tiles - more than twice the ground of version 1: Forest Run, Islands, Canyon and The Lake join the four from version 1, and eight more for skirmish: Crossroads, The Delta, High Ridge, Badlands, North Woods, The Bridges, Ore Fields and Fortress. Units turn to face eight ways, and up to 96 units and structures fight at once.
Paint grass, roads, water, trees, rocks and ore, set out your base and the enemy's, place both sides' units, name the map and save it - up to 16 of your own - and load it again to keep working on it. An overview shows the whole map at once. Start it from the mission setup or from the GS/OS Finder; your maps show up in the skirmish list.
A ninth building on the BASE page: damaged vehicles parked beside it are mended, a few hit points for a few credits, with the wrench blinking. Click it with vehicles selected to send them there.
Lose the command center and the game goes on - until every building is gone. Build a new one on its old pad for 1000 credits. It has 800 hit points, and health bars show on any building under the mouse or clicked.
Its waves march together and go for your refinery, power plant and harvesters; hit its base and its nearest units come after you. It trains troops while it rebuilds, repairs its buildings, and on your own maps builds its whole base from a command center - campaign 2 throws the brutal enemy at you.
Setting a rally point turns the cursor into a flag and plants one on the spot. The game and the map editor show the Iron Guard's fist in the GS/OS Finder.
Music and effects volume, scroll speed, mouse speed and three colour schemes - standard, desert and high contrast - kept on the disk for next time.
Every mission win earns up to three stars - for the win, few losses and speed - and your best shows on its briefing. Survival never ends: the enemy grows with every wave, and your best time is kept.
Three save slots from the pause menu, unit groups on Control-1 to 9, and five music tracks on the Ensoniq chip.
An Apple IIgs (ROM 01 or ROM 3) with at least 2 MB of memory and a mouse - or MAME. One 800K ProDOS disk image, the map editor on it.
Version 1 stays free. Version 2 builds on it - here is what each one has.
| Feature | Conquer GS | Conquer GS 2 |
|---|---|---|
| Price | Free, open source | Soon on itch.io |
| Memory | 1 MB | 2 MB |
| Campaign | - | 2 campaigns, 16 missions with briefings and goals |
| Maps | 4 | 16, and up to 16 of your own |
| Map size | 32 x 24 tiles | 48 x 36 tiles |
| Map editor | - | Yes - save, load, overview; from the game or GS/OS |
| Kinds of units | 5 | 9 |
| Engineers take over buildings | - | Yes |
| Units face | 4 ways | 8 ways |
| Units and structures at once | 48 | 96 |
| Repair bay | - | Yes - mends vehicles |
| Rebuild a lost command center | - | Yes - 1000 credits |
| Health bars on buildings | - | Mouse over or click |
| Rally points | Yes | Yes - with a flag cursor and a flag |
| Enemy AI | Defends, keeps its waves together, goes for your economy | The same, and builds its own base on your maps |
| Enemy harvesters | 1 | 2 (3 in the toughest missions) |
| Saved games | - | 3 slots |
| Unit groups (Control-1 to 9) | - | Yes |
| Music tracks | 2 | 5 |
| Settings | Music and effects volume | Volumes, scroll and mouse speed, 3 colour schemes - saved |
| Difficulty | Easy, normal, hard | Easy, normal, hard - hard at brutal strength in a skirmish; campaign 1 from easy to hard, campaign 2 at brutal. Waves grow every time |
| Fog of war, radar | Yes | Yes |
| Quits to ProDOS or GS/OS | Yes | Yes |
Conquer GS 2 adds four units to the five of version 1 - and the enemy builds them too. The build menu now has two pages, BASE and UNITS: click a tab or press Tab.

Faster and cheaper than a tank, with a lighter cannon - quick to the front, quick to the ore fields.
NEEDS A WAR FACTORY
Shells from beyond a turret's reach: deadly to infantry, weak against armor - keep it behind your tanks.
NEEDS A WAR FACTORY
Burns soldiers and buildings at close range, but does little to vehicles.
NEEDS A BARRACKS
No weapon: sent at an enemy power plant, war factory or refinery, it walks in and the building is yours.
NEEDS A BARRACKS
Commander. Our scouts report enemy activity across the valley.
Build a base. Harvest the ore. Train an army - and wipe out every last enemy unit and building.
A real-time strategy game for the Apple IIgs, written from scratch in 65816 assembly.
Straight from the Apple IIgs: Super Hi-Res, 320 x 200, 16 colors. Click a picture for a closer look.








Every unit faces the way it moves. Weapons are strong or weak against infantry, vehicles and buildings - pick the right tool for the job. Units fire at what they pass on the move. Soldiers, vehicles and harvesters each have their own build queue, so all three can be under way at once - up to 5 of a kind lined up.

The backbone of any attack: a cannon that hits everything equally hard.
NEEDS A WAR FACTORY
Fast, with a rapid-fire machine gun that shreds infantry.
NEEDS A WAR FACTORY
Cheap and quick to train. A rifle, and plenty of friends.
NEEDS A BARRACKS
Long-range rockets: double damage to vehicles, slow to reload.
NEEDS A BARRACKS
Mines ore on its own and brings it to the nearest dock. Heavily armored: no harvester, no credits.
FROM THE COMMAND CENTERPlace them on open ground near your base, sell them for half their price or repair them. Mind the power: run short and everything builds at half speed - and the radar goes dark.

Your headquarters: new harvesters roll out of it, and they unload at its dock. You start with it alone: build a barracks first, then a war factory for your tanks and buggies. If it falls, the mission is lost.



Two cooling towers' worth of electricity. Build one before you need it.

Trains soldiers and rocket soldiers; they march out of its door.

A second dock for your harvesters - and a harvester of its own. Build it near the ore.

Tanks and buggies roll out of its big door.
NEEDS A BARRACKS
Turns the radar on: the whole world at a glance, and one click to jump anywhere.

A heavy cannon on a concrete base: 200 hit points, range 4. Holds off the early attacks.

Cheap, with a machine gun on its platform: deadly against soldiers.







The enemy has a base like yours, mines ore with a harvester of its own, and sends its army against you in waves that grow bigger over time - marching together and going for your refinery, power plant and harvester. Hit its base and its nearest units come after you. It rebuilds what you destroy once it has the money and repairs what you damage - so hit it where it hurts, and keep hitting:
| EASY | NORMAL | HARD | |
|---|---|---|---|
| First attack | 3 min | 2 min | 90 s |
| Then every | 80 s | 60 s | 45 s |
| Wave size | 2-4 | 3-5 | 3-6 |
| Ore share | 16% | 24% | 36% |
| HOW TO PLAY | On the mission setup screen: three pages of instructions |
| CLICK | Select a unit |
| DRAG | Select several units with a box |
| SPACE | Unselect; stop placing, selling or repairing |
| CLICK GROUND | Move there (a green cross) |
| CLICK ENEMY | Attack it (a red cross) |
| ARROWS / EDGE | Scroll the battlefield |
| CLICK RADAR | Jump there (with a radar center) |
| BUILD ICON | Build; click again when READY, then place it. Click a unit again to queue up to 5 |
| OPTION-CLICK | Cancel a build, money back |
| RALLY POINT | Click your barracks or war factory, then ground: its rally point |
| SELL / REPAIR | Then click one of your structures |
| REST THE MOUSE | See what something is - and what it costs |
| M | Music off or on (the volume of music and effects: on the mission setup screen) |
| ESC | Pause - the panel lists the controls; resume, or quit the mission |
No compiler, no engine: every routine written by hand for the IIgs's 16-bit CPU and assembled with Merlin 32.
Sprites are compiled into code, only changed screen cells are redrawn, and the view is copied with the stack - fast enough for 48 units fighting at once.
Four maps that scroll in every direction - Green Valley, River Crossing, Twin Lakes and Stone Pass - with fog of war, pathfinding around rivers, lakes and rocky ridges, and a radar.
Recorded weapon sounds and two original music tracks played on the IIgs's wavetable sound chip, in time even while the view scrolls.
Hand-drawn units and buildings modeled in tiny 3D, all in the 16 colors of Super Hi-Res.
One 800K disk: the program, its packed graphics, the sounds and the title picture.
Conquer GS comes on an 800K ProDOS disk image that boots straight into the game. The latest version, with its release notes, is on the GitHub releases page: download the .po disk image there.
The game is open source: the 65816 assembly, the tools that draw every sprite, tile and map, the music and sound generators and the MAME test scripts are all in the repository.