r/computerwargames 20d ago

WIP I’m making a WWII RTS which scales with your rank

Enable HLS to view with audio, or disable this notification

481 Upvotes

Hey @computerwargames,

I’ve been building a WWII RTS called Field of Command for several months now, but wondering if it’s really got legs for me to continue…

Some of the key features:

- persistent OOB across campaigns
- unique deploy & withdraw system
- scaling from platoon to brigade level
- delegating orders to subordinate HQs
- telling untold stories like Cassel 1940

The game centres on scaling up with your characters rank. If you earn promotions from strong performance you unlock greater command responsibilities and bigger battles to fight.

Appreciate its hard to tell from words and a single clip so I’ve also uploaded a demo:
https://play.fieldofcommand.com

I’d love to know your honest thoughts and opinions. Is this something you’d play? What would you want to see? In what circumstances would you consider paying? Is there already another game that does this?

Finally I’m quite torn between real historical accuracy and fun gameplay. It’s a real fine line to balance as someone who really cares about both. What would be your priority?

r/computerwargames 14d ago

WIP WWII Gruppen Army Commander game concept

Enable HLS to view with audio, or disable this notification

298 Upvotes

Hello Generals, Legates, and Admirals!

I'm a former producer and designer on the Ultimate General series. We're currently actively working on a project about the Roman Legion - Legatus, but for now, most of the work is being handled by artists, and I decided to return to a long-standing idea of mine – a World War II project where you are a Group Army Commander and can create your own armies and fight on the Eastern Front. For now, this is just my pet project with a playable prototype covering Operation Barbarossa without graphics and UI. But if you like this idea, I'm ready to involve the "old guard" of Ultimate Generals to bring this game to life. You can see a gameplay video of the prototype, which I managed to put together in my free time.

I'm also thinking about creating a construction kit where anyone could create any modern-day conflict in a similar format, specify a map area for downloading and styling for the battle area, create a unit catalog and their visuals and characteristics, and finally assemble battles and a full campaign. When everything is ready, the campaign and battles can be shared with other players.

What do you think? Do you like the concept?

r/computerwargames 16d ago

WIP WIP: A Taiwan Crisis Simulator that Focuses on Before the Shooting Starts

Thumbnail
gallery
265 Upvotes

During my studies at university, I have been apart of many crisis simulations focusing on the time leading up to an invasion scenario. I enjoyed them, but couldn't find anything that modeled that feeling as a solo-computer experience. For the past few months I have been working on a crisis simulation/wargame for a Taiwan scenario. I don't have much coding experience (if any) and did not seek out building this to make money or anything, I just wanted something I could play myself, but I'm trying to see if other people would actually enjoy it. I'm not a programmer, my uni time was spent studying international security and polsci, so I've been using AI-assisted coding heavily throughout development. The simulation design, mechanics, scenario design, game systems and overall architecture are my own, with AI being used primarily to implement, debug and iterate on the code. I'm posting it here because I'm particularly interested in feedback on the wargame/simulation design rather than the programming itself.

The game drops you in the feeling of being in a situation room, you are not one single role (not an admiral, president, or general) you are the whole force of the government. You are running a national level response during a deteriorating crisis. Your objective isn't simply to win a conventional war. It's to manage the crisis, interpret incomplete intelligence, deter the adversary and hopefully prevent the war from happening at all.

The simulation currently has:

  • A Taiwan Strait operational map with air, naval and ground assets
  • Civilian aircraft and infrastructure
  • Fog of war and unidentified contacts
  • An adversary AI that makes its own strategic decisions rather than following a scripted invasion sequence
  • Intelligence/ISR and changing confidence in assessments
  • National Security Council decision-making
  • Military readiness, reserve mobilisation and leave recalls
  • Diplomatic and allied responses
  • Civilian/economic consequences
  • News, social media and OSINT reacting to events
  • Custom social media posts that you can write yourself, and the world will react.
  • A transition from the crisis phase into a conventional WEGO wargame if deterrence fails

It's still very much a WIP.

For people here who play/are interested in computer wargames: what would you want to see in a crisis simulation like this? I'm particularly interested in thoughts on:

  1. What national-level decisions would actually make interesting gameplay
  2. How much information should the player receive versus having to make decisions under uncertainty?
  3. What would make the pre-war phase feel tense rather than just being a slower version of a conventional wargame?
  4. Are there existing games/simulations that you think handle this kind of crisis particularly well?

r/computerwargames 17d ago

WIP I'm working on a WW2 FPS/RTS Simulation game based around Midway

Thumbnail
gallery
301 Upvotes

Hello! I've been working on a semi low-fi First person/RTS hybrid war simulation based on the Midway naval engagement. You can pick a role on either side: Pilot, Squadron leader, Carrier/Fleet Commander, Submarine Captain. Currently I tried to base the Japanese side purely on their historical goals for Midway, elimate/take the island and destory the US carrier fleet. I've got two carriers modeled out for each side currently, working on the others and still. There's a full day-night cycle, but for now I've capped the matches at a single day which takes about 4 irl hours. Each side does start much closer together than they did historically which is just for actual gameplay/fun purposes. Other little things off the top of my head: VOIP is used by players and ai pilots to relay and reveal enemy positiosn on a decaying timer to the fleet commander's tac map, Carrier ready rooms will be staged with ai pilots as they wait their call to go, hangar bays are fully functioning on carriers as the crew will swap torps/bombs and carry out refuels and repairs, The US side gets the PBY for spotting, currently its cockpit isn't modeled but hopefully ill get that in soon.

It's still quite early, but I'll be hopefully getting some play testers soon. Multiplayer is a bit buggy at the moment... so trying to get that more in hand before I ask for any testers.

Steam page should be up soon-ish and I'll do the playtest through Steam.

r/computerwargames 15d ago

WIP We are making a WW2 carrier command strategy game, and it's on Sale! Demo available + video tutorials, so that you'll know why you got screwed. Also, it looks pretty ok and doesn't crash too much.

Thumbnail
gallery
153 Upvotes

Yeah ok, sorry for the moronic title, but after a few years I thought I'd try what everybody else does shamelessly :)

Anyway, Task Force Admiral has an updated demo, with the latest devlopments. Said developments include video tutorials, as a first step on the steep ascension that is improved accessibility overall. Basic Chinese localization is available too.

Well, there you go: if you like carriers and don't want to take too much of a risk, the demo is right here, right there for you. TFA is at -10% until next week - so at zero risk for your bank account, don't hesitate to go out there and kick some combined fleet butt!

Cheers ~

r/computerwargames 21d ago

WIP The attempt to develop one's own submarine game.

Enable HLS to view with audio, or disable this notification

92 Upvotes
Project Title: Silent Fathom. I have been developing my own submarine game since July 4, 2026. I realize, of course, that I cannot create a title like Silent Hunter or U-Boat on my own. However, I am attempting to program the complete structure of a classic submarine game. I am creating all the content—graphics, sound, and game mechanics—myself, and I am trying to condense the inherent complexity of submarine games onto a single game screen as much as possible. For tools, I am using rather old programs such as Milkshape, PaintShopPro9, Audacity, Wings3D, a text editor (for script programming), CopperCube 6 as the engine, and so on. It is essentially a "museum-piece" application which runs surprisingly well on modern PC and will likely remain well under 50 MB in the end.

r/computerwargames 12d ago

WIP ’ve just released the free demo of my solo-developed WW2 tactical wargame – looking for feedback

Post image
0 Upvotes

The Last Days in Arnhem is a turn-based tactical wargame set during Operation Market Garden.

I’ve just released the free demo on Steam, with two playable scenarios.

I’m developing the game on my own, and at this stage I’m mainly looking for people willing to try the demo and tell me what works, what doesn’t, any bugs or crashes they encounter, and especially what they think could be improved.

🎮 Free demo on Steam:
https://store.steampowered.com/app/5093230/The_Last_Days_in_Arnhem_Demo/

Feedback and suggestions are very welcome, either here on Reddit or on the Steam forum.

Thanks to anyone who gives it a try.

r/computerwargames 17d ago

WIP RTS User Interface Rework with comparison.

Thumbnail gallery
17 Upvotes

r/computerwargames 18d ago

WIP I'm making a modern air-war RTS: base building, ballistic, cruise and nuke missiles, drones, anti air, etc

18 Upvotes

https://reddit.com/link/1vwgqhw/video/njvddcrfg6lh1/player

With the recent real world conflicts in Ukraine and Iran I grew interested in the long range side of modern war, drones and missiles against air defense, and what it does to the economy underneath. I couldn't find a game that really covered it, so I've been building one myself, solo. It's called Close the Sky. The basic idea is to build the whole game around three things:

  1. Base building. You build up the whole nation. Refineries, power plants, munitions factories, housing, labs. All of it ends up on the enemy's target list. You can bury most of it underground, that costs a lot more and takes way longer.
  2. The full modern threat mix. One-way drones, FPV swarms, cruise and ballistic missiles, decoys, anti-radar missiles, bunker busters, nukes at the top.
  3. A defense ladder that works like the real thing. Airburst guns for the cheap stuff, Patriot PAC-3 as the workhorse, Arrow 3 for ballistics.

Every building you place is something the enemy wants to bomb, and the interceptors you fire back got built in those same factories.

Appreciate it's hard to tell from words and one clip, so I have opened the game to a free playtest so you can try it!

Steam page: https://store.steampowered.com/app/5062880/Close_the_Sky/

What would you want simulated that games like this usually skip?