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Steam News3 October 20259mo ago

Developer Diary #4

My work on Total Victory continues. I was hoping to launch this in the Spring. Force pool details and specific combat mechanics have been taking longer than I thought.

Full notes

Full Total Victory: World Conflict 1939-1945 update

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

What changed

0 fixes2 additions3 changes0 removals
  • Balance
  • Gameplay
  • Maps
  • UI and audio
  • Events
addedMy work on Total Victory continues. I was hoping to launch this in the Spring. Force pool details and specific combat mechanics have been taking longer than I thought. I could have taken the easy route in researching units, names, and ships, but I want to deliver quality to the players. The summer of 2026 is the new target date, giving plenty of time for testing. I expect to have the game done by December. The main scenario will be tested for several months to improve the balance in the main scenario. Meanwhile, I will add a couple more scenarios for release.
addedThis is a list of mechanics that have been added since the last developer diary.
changedCombat reporting (detailed and quick summary) Movement and combat Bugs Information bar on support units Production Strategic Rail Map corrections Mechanics to reduce scripting for events Game bugs
changedI have a dedicated team of solid testers on the Alpha version. Together, we find problematic mechanics, design issues, UI issues, and of course, bugs. Once the combat system has been fully implemented, I will move to scripting, the computer opponent, and finally help files and the rules book. As for a demo, I am still targeting December.
changedAs an indie developer, I am discovering why other developers don’t make a game like this. The code involved in stacking units that are within other units is immense. It is very difficult to get right, but I enjoy the challenge. These kinds of games take a team of coders and designers to develop.

Total Victory: World Conflict 1939-1945 changes

addedMy work on Total Victory continues. I was hoping to launch this in the Spring. Force pool details and specific combat mechanics have been taking longer than I thought. I could have taken the easy route in researching units, names, and ships, but I want to deliver quality to the players. The summer of 2026 is the new target date, giving plenty of time for testing. I expect to have the game done by December. The main scenario will be tested for several months to improve the balance in the main scenario. Meanwhile, I will add a couple more scenarios for release.
addedThis is a list of mechanics that have been added since the last developer diary.
changedCombat reporting (detailed and quick summary) Movement and combat Bugs Information bar on support units Production Strategic Rail Map corrections Mechanics to reduce scripting for events Game bugs
changedI have a dedicated team of solid testers on the Alpha version. Together, we find problematic mechanics, design issues, UI issues, and of course, bugs. Once the combat system has been fully implemented, I will move to scripting, the computer opponent, and finally help files and the rules book. As for a demo, I am still targeting December.
changedAs an indie developer, I am discovering why other developers don’t make a game like this. The code involved in stacking units that are within other units is immense. It is very difficult to get right, but I enjoy the challenge. These kinds of games take a team of coders and designers to develop.

My work on Total Victory continues. I was hoping to launch this in the Spring. Force pool details and specific combat mechanics have been taking longer than I thought. I could have taken the easy route in researching units, names, and ships, but I want to deliver quality to the players. The summer of 2026 is the new target date, giving plenty of time for testing. I expect to have the game done by December. The main scenario will be tested for several months to improve the balance in the main scenario. Meanwhile, I will add a couple more scenarios for release.

This is a list of mechanics that have been added since the last developer diary.

Combat reporting (detailed and quick summary) Movement and combat Bugs Information bar on support units Production Strategic Rail Map corrections Mechanics to reduce scripting for events Game bugs

I have a dedicated team of solid testers on the Alpha version. Together, we find problematic mechanics, design issues, UI issues, and of course, bugs. Once the combat system has been fully implemented, I will move to scripting, the computer opponent, and finally help files and the rules book. As for a demo, I am still targeting December.

As an indie developer, I am discovering why other developers don’t make a game like this. The code involved in stacking units that are within other units is immense. It is very difficult to get right, but I enjoy the challenge. These kinds of games take a team of coders and designers to develop.

My goal is to deliver the World War 2 wargame that players have been yearning for decades to be created. Everyone who has played ADG’s World in Flames, GMT’s A World at War, and SPI’s ETO/PTO has hoped for a game similar in scale and elegance while delivering better detail and an easier framework to replay World War 2.

Source

Steam News / 3 October 2025

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