Trench Relief Orders
Command one stretch of the Western Front over months, balancing supplies, rotations and small raids while mud and morale shape every order.
36% of World War I Military games found an audience, yet few came out lately. 11 of 28 judged games reached 1,000 reviews, and 6 came out in the last three years.
What it feels like
You are the tired sector commander who knows every dugout, and each choice costs somebody something.
The core loop
- Survey: Read the morning report on supplies, weather, morale and enemy activity along your sector.
- Allocate: Split rations, ammo, timber and rest rotations between trench sections.
- Build: Dig, repair and reinforce trenches, dugouts and supply lines before the next push.
- Raid: Send small raiding parties, then see the results and the toll on your men.
One sitting
One sitting covers a week or two of game time, about forty minutes. You end on a night raid or an enemy barrage, then see how the sector looks afterward.
What sets it apart
- Building a trench sector is the core, which answers the ingredient most hits share and the misses lack, instead of a board-game or flight take.
- Raids and defenses are played in a small shooter view, so the shooter ingredient sits next to the command layer.
- Every campaign has clear objectives and a progression of sectors, so it is a full game and not a sandbox tool.
The first playable
One trench map with three sections, a supply meter and a morale meter, plus a single playable raid. Prove that the allocation choices change how the raid goes.
Scope
- One sector map with a grid for trench pieces
- Supply and morale meters
- One raid mission in a simple shooter view
- Placeholder soldiers as colored shapes
- Three or four sectors with different terrain
- Weather and mud that affect movement and supply
- A soldier roster with names and traits
- Save system and a short tutorial
Art
Muted top-down painted map with ink-style soldiers and a limited mud-brown and grey palette with one accent color. A tight palette keeps the capsule readable, and it is cheap for one artist.
Risks
- Management layers can feel like a spreadsheet with nothing to do between decisions. Keep the shooter raids short and frequent, and show the result of each allocation on the map right away.
- World War I is a grim setting, and a game with no clear goals can feel like a slog. Give each sector concrete objectives and a visible sense of progress across the campaign.
Price
$10 to $20: Games in this band found an audience for most of its titles, which suits a small strategy game with a single campaign.
World War I Military games that found an audience
- Holdfast: Nations At War: 26,746 reviews
- Victoria II: 16,493 reviews
- Sprocket: 12,557 reviews
- Ultimate Admiral: Dreadnoughts: 6,695 reviews
- Beyond The Wire: 5,239 reviews
- Gallipoli: 4,546 reviews