January, 1915. The Race to the Sea is over. The Great War has just begun. You are the commander of a single division in the meat grinder that is the Western Front. Lead your men over the top as you attempt to break the stalemate that is to claim the lives of millions over the course of years.
All Reviews:
Mostly Positive (34) - 70% of the 34 user reviews for this game are positive.
Release Date:
Oct 5, 2018
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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?

The development of this game is a one-man operation. To avoid scaring anybody off, I've successfully completed and shipped games before, so there is zero-risk of me leaving this game in an incomplete state (barring unforeseen circumstances, of course).

The release of my previous games taught me an important lesson. Namely, that no matter how much I test and tweak the game prior to release, there are always going to be bugs, balance issues, and new features/content that I simply cannot predict. Furthermore, attempting to overhaul a fully-released game constrains my ability to introduce sweeping changes, for fear of breaking savegames and ruining progress. So rather than upsettting or misleading people, I might as well release early and openly declare my intention to continue working on and adding to the game for the foreseeable future.”

Approximately how long will this game be in Early Access?

“I'm aiming for no more than about 3-6 months, but I don't want to commit to a hard deadline because, as mentioned above, it's almost impossible to predict how comprehensive bug-fixing and feature requests will be. With my luck, it will be twice as long. To assuage any fears, I've continued fixing and balancing my previous games for more than a year after full release, up to and including porting the entire game over to a new engine simply because there were a lot of Mac and Linux users who wanted to play the game, but weren't able to. Despite whatever one might think of the graphics or audio in my games, I am very proud of my work and outright refuse to abandon them in broken or incomplete states.”

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

“There are a lot of features planned that aren't in the game yet, because I figure it's sensible to make sure the core gameplay is fun and balanced before adding a bunch of new content that ends up being broken and needing fixing anyways.

As a bare minimum:
  • The tutorials will be improved. How and where they are improved is up to you guys and the feedback I receive with regard to user-friendliness, etc.
  • UI quality of life improvements.
  • A system for loading user-edited language packs in the game.
  • Steam Achievements

I will also be adding different maps based on different theatres of the Great War:
  • Meuse-Argonne: This map will introduce forest warfare and river crossings.
  • Middle East: This map will focus on controlling water wells that are dotted around the map rather than breaking through the enemy line.
  • Italian Front: This one will almost certainly be among the last of the major features I introduce due to the massive amount of work it will require, but since underground warfare is already in the game I'm hoping that I can introduce multi-level underground/mountain warfare, as well as "unit cohesion" to reflect the multi-cultural makeup of both the Austro-Hungarian and Italian armies.
  • Anything else you might suggest!

What is the current state of the Early Access version?

“The core gameplay is, to the best of my knowledge, playable and stable. As of Early Access release, the main/default map is playable with AI, and all planned gameplay elements are available to be broken by you guys. My main goal is to ensure that the AI and gameplay for the main map is solid before adding more content, but at the very least the game won't be crashing and taking your computer with it.”

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

“The planned price for Early Access is $10 USD, and I might bump it up to about $15 if I end up adding a lot of new content to the game. I don't generally pay more than about $15 for games myself, so I can't in good conscience ask any more from you guys.”

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

“The game forums are a good place to suggest features and report bugs, and if anything urgent comes up, feel free to add me on Steam and yell at me via Friend Chat. I'm open to suggestions, and my previous track record should suffice to prove that I'm willing to listen to anything. I've literally had people email me their save games so I could fix them manually when the situation called for it. As mentioned above, I am very proud of my work, and it kills me when people are left feeling disappointed or misled. I'm a fan of Great War history myself, so it's my intention to make a game that fills this void for myself and other WW1 nerds out there.”
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Recent updates View all (40)

May 14

More Events

Hi all,

Relatively minor content update this week. I just focused on adding some more events rather than adding any new features this time around.

Bugfixes/Changes:
  • Fixed bug with construction of field hospitals, showers, and field kitchens.
  • Added eight new random events, with at least one new event for each officer.
    • Chief of Staff - Telephone Lines
    • Operations - Shells Taken
    • Operations - Large-Scale Exercises
    • Administration - Reserves Disabled
    • Administration - Medal for Ace Pilot
    • Logistics - New Railhead
    • Logistics - Divisional Supplies Taken
    • Intelligence - Communications Research

Thanks for playing!
0 comments Read more

May 6

Staff Officers

Hi all,

Sorry for the long delay between updates. Fairly sizeable content update this time, as I've added both divisional staff officers and random events.



The headquarters screen now contains a section which allows you to assign divisional staff officers, each with different effects on the division as a whole. Additionally, the frequency, type, and possible outcomes of random events are dictated by who you assign to these positions. For instance, it might not be worth it to have a competent Chief of Staff if his personal traits aren't very good, as the events and decisions he forces you to deal with might be a giant pain.

For now, the number of events and decisions is limited to one per officer type - I'll be adding to it gradually as I continue to work on the game.

Bugfixes/Changes:
  • Staff officers now appear in the HQ screen.
    Chief of Staff: Affects order delay for all units.

    Operations: Affects artillery effectiveness and readiness decay when both attacking and switching tasks.

    Administration: Affects passive morale loss and replenishment rate of units in reserve.

    Logistics: Affects food/water regain when in range of kitchens.

    Intelligence: Affects success rate of air reconnaissance and revealing of units due to noise.

    The help text for this new feature is also included. Additionally, German staff officers now have the "von" in their surnames, and British staff officer names will sometimes be preceded with "sir."

  • Random events and decisions now appear every now and then.



    These can sometimes cause temporary effects that affect the whole division.



  • Since your Operations officer now affects the number of tiles attacked by artillery batteries, the default number of tiles bombarded is reduced.
  • Following on from above, the number of tiles bombarded is now affected by current readiness levels. This is to encourage more frequent drilling and troop rotation.
  • Readiness used to be reduced when in reserve, as sort of a tradeoff to the restoration of morale and numbers. Readiness now increases when in reserve. However, readiness now goes down when units attack, to simulate the breaking down and overuse of equipment. Thus it becomes necessary to rotate troops even after taking offensive actions.
  • Fog of war has been tweaked to make it harder to scout enemy positions without constant reconnaissance.
  • Aerial reconnaissance is now more difficult, but can be mitigated with a good intelligence officer.
  • Added a few more variations to the officer portraits.

Important notes:
You might notice a few references to something called "unit cohesion." This is irrelevant for now, but will eventually come into play once I get the Russians, Italians, and Austrians into the game. No timeline yet on when that happens, but it's just something for the future.

You might also note that a lot of traits for the staff officers, such as "Reactionary" don't have proper tooltips. This is related to some of the random events I have in mind for future updates, so proper tooltips will appear for these traits once I hash out their associated events.

Thanks for playing!
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About This Game

Grand Strategy on a Small Scale


January, 1915. The Race to the Sea is over. The Great War has just begun. You are the commander of a single division in the meat grinder that is the Western Front. Lead your men over the top as you attempt to break the stalemate that is to claim the lives of millions over the course of years.

Are you ready to be a donkey and lead lions to their glorious deaths?

Mud and Blood


  • Command your men down to the platoon level. Build trenches, dig tunnels, set barbed wire, and more in a futile attempt to break through the enemy lines.
  • Make use of different unit types to solve the stalemate, from riflemen and machine gunners to engineers and tunnelling units.
  • Multiple shell types allow astute commanders to remain flexible. From gas shells to shrapnel, different situations call for different shells.
  • Weather and time of day will affect everything, including visibility, morale, and the structural integrity of your fortifications. Make sure to maintain them properly!

Noble Sacrifice


  • Earn Valour from your superior officers by sending your men to their deaths during full-scale offensives. Both inflicted and sustained casualties can be used to unlock upgrades - lessons learned through blood sacrifice.
  • Perform trench raids and capture enemy prisoners in order to capture intelligence.
  • Send pilots on reconnaissance missions in order scout the enemy lines and keep an eye on enemy activities.
  • If you can't break the enemy lines above ground, go underneath them and set mines that can be detonated at will.

System Requirements

    Minimum:
    • OS: Windows XP/Vista/7/10
    • Processor: 1.6 Ghz
    • Memory: 1 GB RAM
    • Graphics: OpenGL 2.1+
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
    • Sound Card: Anything will do

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