ABOUT VOLLEY WORKS

ABOUT VOLLEY WORKS

Deliberate tactics. Human consequences.

Deliberate tactics. Human consequences.

Volley Works is an independent, veteran-owned game studio. Our current direction is a modern military tactics game in Unreal Engine 5, combining small-force command with direct control of individual soldiers and vehicles. We are building the foundation first, with a team to be assembled for broader production.

Volley Works is an independent, veteran-owned game studio. Our current direction is a modern military tactics game in Unreal Engine 5, combining small-force command with direct control of individual soldiers and vehicles. We are building the foundation first, with a team to be assembled for broader production.

INDEPENDENT STUDIO / REMOTE
FOCUS / MODERN MILITARY TACTICS
ENGINE / UNREAL ENGINE 5

INDEPENDENT STUDIO / REMOTE
FOCUS / MODERN MILITARY TACTICS
ENGINE / UNREAL ENGINE 5

VOLLEY WORKS

VOLLEY WORKS

SMALL FORCE.
MEANINGFUL
DECISIONS.

SMALL FORCE.
MEANINGFUL
DECISIONS.

An independent studio building its tactical foundation.

An independent studio building its tactical foundation.

Unreal Engine 5 / In development

Unreal Engine 5 / In development

OUR BEGINNING

OUR BEGINNING

Start with one decisive encounter.

Start with one decisive encounter.

The first task is to make one compact encounter work: give an order, take direct control, return to command, and understand the result. A small playable foundation will guide the next milestone and the collaborators needed to build it.

The first task is to make one compact encounter work: give an order, take direct control, return to command, and understand the result. A small playable foundation will guide the next milestone and the collaborators needed to build it.

A focused encounter comes before a full campaign.

A focused encounter comes before a full campaign.

OUR FOCUS

OUR FOCUS

A battlefield you can understand.

A battlefield you can understand.

We aim for grounded contemporary equipment and environments, readable threats, and understandable unit behavior. Information can become stale. Supplies are finite. A wounded soldier or damaged vehicle creates a decision about what can still be recovered.

We aim for grounded contemporary equipment and environments, readable threats, and understandable unit behavior. Information can become stale. Supplies are finite. A wounded soldier or damaged vehicle creates a decision about what can still be recovered.

AUTHENTICITY
Research informs equipment, silhouettes, and the selected period.

AUTHENTICITY
Research informs equipment, silhouettes, and the selected period.

READABILITY
Players should understand threats, losses, and failed orders.

READABILITY
Players should understand threats, losses, and failed orders.

COORDINATION
Command and direct control work together across the same rules.

COORDINATION
Command and direct control work together across the same rules.

Grounded equipment. Authored scenarios.

Fictional missions, characters, and orders. No claim of endorsement.

Fictional missions, characters, and orders. No claim of endorsement.

FIRST MILESTONE

FIRST MILESTONE

ONE ENCOUNTER.
A CLEAR
FOUNDATION.

ONE ENCOUNTER.
A CLEAR
FOUNDATION.

Command. Direct control. Understand the result.

Command. Direct control. Understand the result.

Founder prototype scope

Founder prototype scope

WHERE WE BEGIN

WHERE WE BEGIN

Rules of Engagement

Our working title for a modern military tactics game. Single-player, cooperative, and competitive play are in the design direction. Campaign structure, fictional forces, player counts, and release scope remain in development.