Choose a nation and prepare for the greatest conflict in human history, World War II. Build your military and industrial power, form alliances and race to achieve the advanced technologies that will bring total victory in this global-wide turn-based Grand Strategy struggle. Pre-Release Version.
All Reviews:
Mostly Positive (31) - 74% of the 31 user reviews for this game are positive.
Release Date:
Oct 13, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Factus Games is a small developer. Having the community provide feedback at this stage will help us get the game to release quality faster.”

Approximately how long will this game be in Early Access?

“Our goal is about a month but much of that depends on how the game is received.”

How is the full version planned to differ from the Early Access version?

“During the Early Access process we will be working on expanding content, improving game balance and implementing feature enhancements. Many new historical events will be added as we adjust the pacing of the game and the AI behavior.”

What is the current state of the Early Access version?

“The game is currently stable, playable and mostly feature complete.”

Will the game be priced differently during and after Early Access?

“Price will likely not change when we leave early access.”

How are you planning on involving the Community in your development process?

“We are looking for our community to provide feedback that will give us clues on potential unresolved issues and areas that may require further adjustments. During the Early Access stage we will be more open to making changes to the game if warranted.”
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Buy Making History: The Second World War


Recent updates View all (15)

February 16

Early Access Game Update #9

We were not expecting to offer a new pre-release update this week. The plan was to push through most of the remaining outstanding bugs and feature revisions in preparation for a February official release. Then more of those frustrating memory crash reports popped up. This inspired us to set aside all immediate goals and take one more serious crack at reducing a problem that has plagued the game throughout the Early Access period. It was clear The Second World War would not be ready for final release without finding someway to make these crashes a rarity.

The team had already implemented numerous optimizations across the game engine and art in order to minimize the memory spikes that triggered the crashes. These solutions often reduced the frequency. But as we continued making improvements to the game, we eventually overwhelmed any savings previously gained. And while reducing the number of models definitely helped, it was an unsatisfactory trade-off.

This memory issue is associated with the application not the machine. So no matter how great your PC is, the game could still run out of memory and crash. Fortunately, our lead engineer had one final idea that he’d estimated might give us some relief - more head room so to speak. As it turns out, the solution was rather easy to implement, especially in comparison to the other things we were considering. None of which could have delivered more than a fraction of savings we ended up with.

Essentially the game is no longer rendering every unit in the game on every frame. The camera now defines the viewport and only renders objects within view. This has a huge impact on game memory. So much that we feel these type of memory crashes should no longer occur during a normal game.

It may sound like an obvious modification, and of course I wish we’d done this a year ago. The team inherited this engine and it has taken some time for us to tear through it and make changes. There could have been a good reason for setting the camera up as it was but ultimately, it did not work for the Second World War.

There are many other new fixes and additions with pre-release #9, but this memory solution is just such a big deal, I felt I needed to focus my update on that. Much of the work we’ve done beside optimization has been targeted at finishing the task list and responding to user requests and bug reports.

While the production schedule was slowed down last week, a massive hurdle appears to have been overcome. Like any application, it could still crash but it will unlikely be a game memory crash. We are interested in hearing about issues players may have. It’s always possible we missed something.

The next update will likely be the final one before the official release. We are a little behind schedule.

Notes for Early Access Update #9

AI Changes:
- Air missions no longer suspended for hard-coded number of turns when Fuel is low
- Reworked air patrol and bombing planning for splitting off groups for missions
- AI will now stop repairing ships if there are no ships to repair
- Production AI focuses on reducing overall demand rather than meeting specific demands
- Improved Production AI to be smarter about key production inputs like Steel.
- Increased DesiredBomberPower to encourage larger bomber stacks
- Increased the desired power for AI Sea Invasions
- AI no longer has turn restrictions for limiting nuke targets

Game System Changes:
- MPU growth rate is now based on Population rather than MPUs
- Fixed MPU growth rate calculation error
- Re-balanced MPU growth modifier after change to population based growth
- MPU Recruitment now uses random region culling
- Apply HP reduction penalty to Anti-Air fire
- Bombardment hit generation of cities now more closely matches naval combat
- Shore bombardment of units and coastal defenses now using consistent algorithm
- Upgrading units maintain same health fraction after upgrading
- Fixed projected revenue being less than 0 in the UI
- Ship breakdown now spreads itself across shipyards

Memory Optimization:
- No longer render off-screen unit models (major memory savings)
- Reworked model culling for smooth transitions over x = 0
- Set lower y FOV offset to avoid near camera clipping
- Load models in before showing them when zooming in
- Fixed bug where units located at some air bases would not be shown

UI Changes:
- Fixed Graphic distortion in French Flag
- Added now Strafe Icon to Encyclopedia entries
- Altered string for Health Infrastructure bonus from MPU to Pop. to reflect actual value
- Relabeled "MPU Growth Bonus" to "Pop. Growth Bonus"
- Moved Panama City to correct side of Isthmus
- New Terrain modifier tooltips and Icons
- Updated terrain modifier icons for engagement tooltips
- Added terrain modifiers to the encyclopedia
- Defender resistances tooltip now uses defense bonus from terrain modifiers
- Revised trade and supply access mapviews
- Fixed Supply (battery) icon on group selection panel for air, army, and artillery units
- Added some Treaty background images

Content Changes:
- Lowered Research bonus of Research Buildings
- Reduced requirements for Research to speed up
- Added new D-Day trigger & revised others
- Increased Possible Research Points Per Turn from 4 to 5
- New American Deployment Events
- Revised Altitude values for Aircraft
- Modified (Lowered) Research requirements for some projects
- Fixed misspelling of Gulf of Tonkin

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January 30

Early Access Game Update #8

In the prior three months, work on The Second World War was dedicated almost entirely to land-based Offensive and Defensive military AI. This process consumed most of our efforts and kept us from moving into other areas. For this release we’ve turned our attention to improving the Air and Sea gameplay.

Bombing your enemy’s cities has become more consequential with the new factory hitpoint system we’ve added in Update #8. When your air units target city industries, the attacks can damage factories and potentially wipe out the buildings. Damaged factories do not run their production but they do automatically heal. While it’s not meant to be easy to destroy factories, sustained bombing can keep them idled while chipping away at the infrastructure hitpoints.

A new air unit property called “Accuracy” has been added to give us a better way of distinguishing technically superior units. The combat routine uses this factor to modify the % chance to achieve a successful hit on the target. Before this feature, bombing results were mostly differentiated by Attack Power which determines how much damage a successful hit might inflict. Accuracy will be applied to both bombing and strafing attacks.

The air Ai is being encouraged to aggressively carryout bombing campaigns on enemy cities. This will require players to take measures to defend their industries from production interruptions. AI fighters are ordered to escort the bombers to the extent of their own range. Beyond that distance, bombers will be at the mercy of enemy fighters and AA guns. There’s upcoming work needed to improve AI air defense priorities, engaging enemy air attacks and air group size management. This should all be completed for Update #9.

We’ve also worked on improving how the AI manages troop transport convoys. Too many of these units were being sent off without escorts. Now the AI will wait and try to find combat vessels to pair with. If a naval group escorting troop transports is intercepted by an enemy force, the AI is now more likely to attempt to retreat in order to save the convoy. Both these measures should make troop transports less vulnerable and reduce the MPU losses at sea.

On the system side, we did another round of memory optimizations that should help minimize issues with game crashes. Going forward, we’ll continue looking for more ways to improve stability and performance. Some players have pointed out that city building demolishing took too long. We’ve alter the time to be 5 turns for all buildings. And finally, because of the changes that added hitpoints to factories, Mods created before this release will not work properly. There is file you can download from the Factus Games Support page that will fix the issue.

Next week the team is scheduled to continue finishing up Air and Naval AI. Some further focus will be given on the American entry and impact on the war. This should involve gameplay improvements associated with invasions and nuclear warfare.

We are also beginning to work through the overall list of remaining must-have items needed for release. There’s still plenty to do, features to polish, bugs to fix and remaining content to balance. Still, with the majority of AI rewrites completed, the final release of the game should be a matter of weeks rather than months.

Notes for Early Access Update #8

AI Changes:
- Revised air AI so that fighters no longer accompany bomber groups
- Fighters will defend bomber groups to the extent of their range
- Bombers will not limit their bombing targets to fighter ranges
- Prioritize Air defense over offensive missions
- Fixed AI bug that improperly handled canceling projects
- Improved accuracy of AI Stockpile evaluation
- AI splits off unsupplied units from groups when wanting to move
- Reworked troop transport AI to use escort ships
- Naval groups more likely to retreat from combat when escorting transports
- Changed Super Power nation status definition to 30% of World Power Points.

UI Changes:
- Added Unit Icons in game for all nations
- UI now shows correct dismantle time and costs
- Predicted time display for construction is fixed
- Summary panel now uses the 'Demolish' text when showing active projects
- Added icon for Carrier Conversion
- Updated Strafing icon in encyclopedia
- Updated factory related UI to show damaged factories
- Added factory Hitpoints and Repair Rate to encyclopedia

Game System Changes:
- Added Hitpoint system for factories to stop production, damage and destroy
- Added Accuracy property to air unit
- Modified Air Combat algorithm to use the Accuracy property
- Air units no longer applies the Morale Modifier to combat power.
- Upgrading city buildings no longer fails if system can't find the old building
- Dismantle for buildings time is now fixed at 5 turns
- More accurate group fuel calculations
- Fixed Research power points calculation
- Fixed bug in event function TriggerInheritResearch
- Removed TriggerInheritResearchFromString

Memory Optimization:
- Fixed bug where AI could research the same topic multiple times
- Revised research data storage
- Removed redundant TriggerConditionMinimumTurn event function
- New Model Options to lower memory impact
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About This Game

Making History: The Second World War is the 4th title of a series of turn-based Grand Strategy games. It's unique open-ended design allows players to experience alternative outcomes in the World War II era. This was an industrial conflict between the Great Powers of the Machine Age. The battles will begin in the factories, mines and the research labs, and resolve in the fields, skies and seas across the globe. Players and the AI are faced with historical decisions that change the course of history making every play through a new immersive Grand Strategy experience.

The Second World War is still in development however it is mostly feature complete and playable.

Issues we are working on and what to expect from the current version:

- No Manual or Tutorial yet.
- Not all the events have been added to the game. Most Events after 1942 are incomplete.
- The North Africa and the Asian/Pacific theater needs attention.
- Some UI elements may still be stand- in art.
- Game balancing will be an ongoing process through this period.
- Saved games might be broken after updates, although we will try to avoid that.
- AI adjustments will be and on-going process through this period.
- Features additions or alterations are possible through this period.
- Encyclopedia & Nation Descriptions are incomplete.
- Option to show less unit model sets not completed.
- Achievements not implemented.
- More Music Tracks will be added.

Below is a list of some gameplay features to be available upon Release.

- Extensive Event content covering pivotal decisions and themes in WWII.
- Hundreds of additional alternative historical events (Release Version)
- Play any nation
- 280 Separate Nationalities
- Colonies, Protectorates and Puppet Governments
- Easy to use scenario Editor for Modding
- Game played across horizontal wrapping World Map
- AI focus on tactical Carrier Gameplay
- Nuclear Attack AI and Tactics
- Dedicated Strategic Bombing AI
- Aggressive AI Air Patrol Tactics
- Strafing Attack Orders
- Air Transport, Railroad, Shipping and Mobilized Unit movement
- Hundreds of Unit Models featuring the most iconic aircraft, tanks and ships
- Missile Launcher Units
- Nuclear Delivery Units
- Jet Era Units
- Paratrooper and Glider Attacks
- Kamikaze Units
- Full Range of Armored and Artillery Units
- Naval Surface and Submarine forces
- Nation Unique Infantry Unit Models
- Naval Supply Vessels to extend Fleet ranges
- Region City Infrastructure Projects
- Detailed Research Tree covering technologies from Pre-Industrial to Atomic Eras
- Sophisticated Economic System
- Build Factories and other city infrastructure
- Expand Resource Output and trade to Supply your Factories and Troops
- Auto-Trade System Option

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 10 / Windows 8 / Windows 7 / Windows Vista / Windows XP with Service Pack 2
    • Processor: Pentium 4 or better
    • Memory: 2 GB RAM
    • Graphics: 256 MB DirectX 9.0c-Compliant, Shader 2.0 3D Video Card
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    • Additional Notes: Windows-Compliant Keyboard & Mouse
    • OS: OS X 10.6 Snow Leopard or later
    • Processor: Intel Core 2 Duo (PowerPC not supported)
    • Memory: 2 GB RAM
    • Storage: 1 GB available space
    • OS: Ubuntu 12.04 or later
    • Processor: Intel Core2 Duo 2.4Ghz or Higher / AMD 3Ghz or Higher
    • Memory: 2 GB RAM
    • Storage: 1 GB available space
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