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Steam News3 July 20263d ago

Dev Diary #035 – Physical Condition

Hello everyone, last week, the first update of our Road to End of War was released.

Full notes

Full All Quiet in the Trenches update

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

What changed

1 fix2 additions4 changes0 removals
  • Fixes
  • Gameplay
  • Performance
  • Balance
fixedlast week, the first update of our Road to End of War was released. As well as a number of improvements, it also included a significant change that we haven’t addressed in detail yet: the overhaul of the physical condition .
changedBefore the Hospital Update, this attribute was called Fitness . We had been somewhat dissatisfied with this for some time, as the term gave the impression that soldiers were supposed to improve their fitness through physical exertion. In reality, however, fitness was mainly increased by double rations, which felt neither particularly intuitive nor thematically appropriate.
changedFollowing the new update, the traits Strong and Weak now determine a soldier’s physical performance. Projects and numerous conditions that previously assessed the ‘training aspect’ now use these traits.
changedPhysical condition itself now describes a soldier’s general state of health . It declines following illness, injury or other stressful circumstances and primarily affects the rate of recovery and the likelihood of successfully overcoming a serious illness or injury.
changedThis marks the end of a tactic that was previously almost a must: obtaining extra food as early as possible in order to be able to permanently hand out double rations and thus quickly bring all soldiers up to the highest level should never have been the only sensible approach.
addedAlong with further balancing adjustments, the additional project feedback and the loading screen tips, we hope to have made the game easier to understand and more accessible, particularly for new players. We’d be interested to hear how the difficulty level feels at the moment. Are there any areas where the game still feels too hard or perhaps even too easy?

All Quiet in the Trenches changes

fixedlast week, the first update of our Road to End of War was released. As well as a number of improvements, it also included a significant change that we haven’t addressed in detail yet: the overhaul of the physical condition .
changedBefore the Hospital Update, this attribute was called Fitness . We had been somewhat dissatisfied with this for some time, as the term gave the impression that soldiers were supposed to improve their fitness through physical exertion. In reality, however, fitness was mainly increased by double rations, which felt neither particularly intuitive nor thematically appropriate.
changedFollowing the new update, the traits Strong and Weak now determine a soldier’s physical performance. Projects and numerous conditions that previously assessed the ‘training aspect’ now use these traits.
changedPhysical condition itself now describes a soldier’s general state of health . It declines following illness, injury or other stressful circumstances and primarily affects the rate of recovery and the likelihood of successfully overcoming a serious illness or injury.
changedThis marks the end of a tactic that was previously almost a must: obtaining extra food as early as possible in order to be able to permanently hand out double rations and thus quickly bring all soldiers up to the highest level should never have been the only sensible approach.

Hello everyone,

last week, the first update of our Road to End of War was released. As well as a number of improvements, it also included a significant change that we haven’t addressed in detail yet: the overhaul of the physical condition.

Before the Hospital Update, this attribute was called Fitness. We had been somewhat dissatisfied with this for some time, as the term gave the impression that soldiers were supposed to improve their fitness through physical exertion. In reality, however, fitness was mainly increased by double rations, which felt neither particularly intuitive nor thematically appropriate.

Following the new update, the traits Strong and Weak now determine a soldier’s physical performance. Projects and numerous conditions that previously assessed the ‘training aspect’ now use these traits.

Physical condition itself now describes a soldier’s general state of health. It declines following illness, injury or other stressful circumstances and primarily affects the rate of recovery and the likelihood of successfully overcoming a serious illness or injury.

Poor physical condition still causes soldiers to tire more quickly, but there is now a key difference in terms of balancing: standard rations are now enough for it to recover.

This marks the end of a tactic that was previously almost a must: obtaining extra food as early as possible in order to be able to permanently hand out double rations and thus quickly bring all soldiers up to the highest level should never have been the only sensible approach.

Along with further balancing adjustments, the additional project feedback and the loading screen tips, we hope to have made the game easier to understand and more accessible, particularly for new players. We’d be interested to hear how the difficulty level feels at the moment. Are there any areas where the game still feels too hard or perhaps even too easy?

The last update was all about improvements and balancing. In the next update, we’d like to shift the focus back to new content.

Source

Steam News / 3 July 2026

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