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Steam News30 January 20265mo ago

Developer Response to Feedback

First of all, I would like to thank everyone who took the time to play my game, regardless of whether they ended up liking it or not.

Full notes

Full 12 Months: Vietnam update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

3 fixes2 additions3 changes1 removal
  • UI and audio
  • Gameplay
  • Store
  • Fixes
changedMany of you pointed out UI-related issues. The ones that can be improved will be polished where possible, however there are certain aspects that are part of the core design decisions from the start:
removedText scaling is technically not feasible, because increasing the font size would cause information to no longer fit on the cards or the game board.
changedThis control scheme will also be clearly stated on the Store Page.
fixedFixed characters in every new game
fixedYes, the characters are the same in every new playthrough. These are pre-written, handcrafted characters with fixed names, birth dates, and background stories (bios).
fixedI deliberately chose not to randomize this system, as doing so would also randomize names, birthplaces, dates, biographies, morale, and other attributes. These characters are built from fixed, pre-defined data.

12 Months: Vietnam changes

changedMany of you pointed out UI-related issues. The ones that can be improved will be polished where possible, however there are certain aspects that are part of the core design decisions from the start:
removedText scaling is technically not feasible, because increasing the font size would cause information to no longer fit on the cards or the game board.
changedThis control scheme will also be clearly stated on the Store Page.
fixedFixed characters in every new game
fixedYes, the characters are the same in every new playthrough. These are pre-written, handcrafted characters with fixed names, birth dates, and background stories (bios).

First of all, I would like to thank everyone who took the time to play my game, regardless of whether they ended up liking it or not. All feedback is valuable to me, as it helps me think about where and how I can take the game further.

Many of you pointed out UI-related issues. The ones that can be improved will be polished where possible, however there are certain aspects that are part of the core design decisions from the start:

  1. Text scaling

Text scaling is technically not feasible, because increasing the font size would cause information to no longer fit on the cards or the game board.

This is why the game uses MOUSE SCROLL + WASD for navigation.

I personally play on a 32-inch monitor, where this is not an issue, but the smallest resolution I tested was 1366×768, where the scroll + WASD combination worked correctly as well.

This control scheme will also be clearly stated on the Store Page.

  1. Fixed characters in every new game

Yes, the characters are the same in every new playthrough. These are pre-written, handcrafted characters with fixed names, birth dates, and background stories (bios).

In the fng menu, characters become available based on their historical birth dates, at the appropriate in-game time.

I deliberately chose not to randomize this system, as doing so would also randomize names, birthplaces, dates, biographies, morale, and other attributes. These characters are built from fixed, pre-defined data.

  1. The core message of the game

I am glad that many players understood the true message of the game.

As described on the Store Page, the game does not offer more than what is communicated there. The narrative and experience are shaped by the player: how deeply they can relate to a situation where decisions about human lives must be made based on limited data and feedback, while still pursuing an overarching objective.

This game will primarily be “enjoyed” by those who can emotionally engage with this concept, and based on playtime statistics, it seems that for some players, this experience resonates strongly.

  1. Future content (Marines campaign)

I do not want to make concrete promises, as I am not an unlimited source of time.

That said, I have received feedback suggesting that a Marines campaign would be a welcome addition. Whether this will be implemented depends on the level of demand and whether players want more content of this kind.

If no major technical obstacles arise, a Marines campaign covering the 1967–1971 period will most likely be added.

Important note: any future content added to the game will be completely free and part of the base game.

  1. Early Access or full release?

This is a full game.

While it may appear simple on the surface, the core loop is supported by 150–200 scripts, many of them several hundred lines long.

There was no existing technical reference or framework I could rely on for this concept, and this is my first game.

  1. Closing thoughts

I am happy to see the game gradually finding its audience, and based on the numbers, some players are spending a significant amount of time with it.

During development and testing, I personally played the game for 100–200 hours, which is naturally a very different experience compared to playing it for the first time.

Finally, it is important to mention that this is truly a one-person, first-time development project. I did not have testers, and I still do not — everything is handled by me alone. This is not a complaint, just the reality of the project.

Source

Steam News / 30 January 2026

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