Commanders,
thank you to everyone playing in Early Access and to everyone who tried the demo. Your reports helped us find where the camp only worked on paper. Here's what we're working on.
The next update
Buildings that really do what they promise
We went back through the actions of every building in the camp, one by one. Many of them now have concrete, visible consequences:
- Freight trains: unloading takes time. Goods enter the warehouse a little at a time, depending on the Freight Station's level and the porters assigned.
- Single track: at level 1 there is only one track. While a freight train is unloading, passenger and Red Cross trains wait outside the station. The second track comes with level 2.
- Tracks wear out: from passing trains and under bombardment. Neglect them for too long and no train gets in.
- Construction sites: how many you can run at once depends on the Command Office level.
- Mechanical Workshop: repairs damaged buildings hour by hour.
- Military Prison: captured spies, deserters and brawlers really end up in a cell.
- Generator: during a blackout, you decide what stays on, the Hospital or the Defences.
The same goes for the Hospital, Barracks, Latrines, Laundry, Chapel, Tavern, Cinema, Post Office, Weather Station and the other buildings. Full patch notes will come with the update.
Mule Stables: supply trains to the front
In the mountains, past the last road, only mules could get through. The Stables now form pack trains that leave the camp, climb to the front and return a few turns later.

- Caravans of food, ammunition, trench materials and fuel to keep the lines supplied.
- Urgent requests from the front can be answered by the mule trains.
- On the way back, columns may bring wounded men, mail and sometimes a prisoner.
- The mountain is unforgiving: bad weather, avalanches and enemy fire put men and animals at risk.
- At level 2, high-altitude observers give your artillery more accurate coordinates.
Military Kennel: dog patrols
Trained dogs join the sentries at night and make life harder for spies, thieves and infiltrators. Medical dogs help find the wounded, and some will even carry messages.
Bombed buildings
Buildings hit by air raids now have new destroyed versions, with roofs caved in and floors collapsed. They replace the old rubble.

Important fixes
- Lice in the Barracks no longer slow down construction for the rest of the game.
- Several action cooldowns no longer stay stuck after the first use.
- Saves now keep much more detail: prisoners, patients, track condition, trains being unloaded and active effects.
- Tooltips and the in-game Manual corrected in every language.
Work in progress
- Visible anti-aircraft defence: a Lancia 1Z anti-aircraft truck parked under each Guard Turret, driving into camp and opening fire when enemy aircraft appear.
- New buildings, including the Pigeon Loft for carrier pigeons, the backup line of communication when the wires are cut.

Further ahead
We're designing an Aviation minigame: reconnaissance, bombing and propaganda missions, starting with the Flight over Vienna. You'll be able to fly the mission yourself or delegate it. It's still on the drawing board, and we'll talk about it when we have something to show you.
Plans may change during development. We don't give dates until a feature is ready and tested.
Let us know
What would you like to see first? Tell us in the community discussions. We read everything.
If you enjoy the game, adding it to your wishlist or leaving a review helps us a lot.
Avanti, Savoia!
The development team
