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.
