GAME DESIGN / V0.1

GAME DESIGN / V0.1

Every order has a consequence.

Every order has a consequence.

Modern military tactics shaped by what you can see, the orders you give, and the force you bring home. These features describe the design direction and proposed release scope.

INFORMATION / CONCEPT

INFORMATION / CONCEPT

SEEN.
LAST SEEN.
UNCERTAIN.

SEEN.
LAST SEEN.
UNCERTAIN.

Every contact has an age and a source.

Every contact has an age and a source.

Concept typography · Not a game interface

Concept typography · Not a game interface

VOLLEY WORKS / WORKING TITLE

VOLLEY WORKS / WORKING TITLE

IN DEVELOPMENT

IN DEVELOPMENT

Rules of Engagement

Rules of Engagement

Tactical command. Direct control. One shared battlefield.

Tactical command. Direct control. One shared battlefield.

Command a reinforced platoon-sized detachment in discrete fictional scenarios. Move between an overhead tactical view and proposed third-person direct control with weapon sights. Both views obey the same visibility, ammunition, suppression, and damage rules.

Command a reinforced platoon-sized detachment in discrete fictional scenarios. Move between an overhead tactical view and proposed third-person direct control with weapon sights. Both views obey the same visibility, ammunition, suppression, and damage rules.

THE PLAYER PROMISE

THE PLAYER PROMISE

THE MISSION.
THE PEOPLE.
WHAT COMES NEXT.

THE MISSION.
THE PEOPLE.
WHAT COMES NEXT.

A force you care about, with decisions that carry forward.

A force you care about, with decisions that carry forward.

Design direction / GDD v0.1

Design direction / GDD v0.1

Four pillars. One connected fight.

Four pillars. One connected fight.

Command and direct control share the same rules. Intelligence has an age and a source. Casualties and damage force recovery decisions. Drones, interference, and support cost resources. Clear feedback keeps the fight readable at every camera scale.

COMMAND + CONTROL

Give understandable orders, intervene personally, and return to the tactical view while the rest of your force continues its task.

Give understandable orders, intervene personally, and return to the tactical view while the rest of your force continues its task.

CONTESTED INFORMATION

A confirmed enemy, a last-seen contact, and a suspected sound mean different things. The tactical camera never grants extra vision.

A confirmed enemy, a last-seen contact, and a suspected sound mean different things. The tactical camera never grants extra vision.

RECOVERY + CONSEQUENCE

Stabilize casualties, recover eligible vehicles, and manage finite supplies. Campaign losses and equipment condition carry forward.

Stabilize casualties, recover eligible vehicles, and manage finite supplies. Campaign losses and equipment condition carry forward.

MODERN TRADEOFFS

Recon drones, interference, and limited support create choices with visible costs and counterplay. Clear alerts explain threats and failed orders.

Recon drones, interference, and limited support create choices with visible costs and counterplay. Clear alerts explain threats and failed orders.

FICTIONAL BORDER REGION

FICTIONAL BORDER REGION

FIELDS.
VILLAGES.
RAIL + INDUSTRY.

FIELDS.
VILLAGES.
RAIL + INDUSTRY.

Grounded contemporary materials. Restrained natural color.

Grounded contemporary materials. Restrained natural color.

Environment direction / Proposed

Environment direction / Proposed

PROPOSED SETTING / BLUFOR VS OPFOR

Fictional forces. Grounded battlefields.

Fictional forces. Grounded battlefields.

BLUFOR and OPFOR are fictional opposing forces, with both roles planned for skirmish, standalone PvE, and multiplayer. Missions take place in a fictional rural and industrial border region, from villages and farm roads to rail yards and damaged industrial sites. No real formation, insignia, or operation is depicted.

VISUAL REFERENCES / CONCEPT ART

A look at the world we are building.

A look at the world we are building.

AI-generated visual references for tone, setting, and presentation. These are not gameplay or in-engine screenshots.

TITLE SCREEN EXPLORATION

Presentation concept only. The depicted title screen is not a functioning game menu.

FARM ROAD APPROACH

Squad movement and terrain reference. Concept imagery, not gameplay.

COMPOUND CONTACT

Close-range positioning in the farm setting. Concept imagery, not gameplay.

Six operations. A force that persists.

The proposed first campaign follows a fictional BLUFOR detachment through Farm Road, Village Edge, Broken Relay, Rail Depot, Counterattack, and Crossing. Personnel, wounds, experience, equipment condition, and supplies carry between operations. Partial success changes what comes next; replacement support keeps severe losses from ending the campaign prematurely.

Accomplish the mission. Preserve the force.

Accomplish the mission. Preserve the force.

CURRENT PRIORITY

CURRENT PRIORITY

Prove the core encounter.

Prove the core encounter.

The founder prototype begins with two squads and a compact Farm Road encounter. Command, direct control, combat readability, and early network tests come first. A vehicle and recon drone follow once the core interaction works. Release timing, price, and final hardware requirements remain open.

The founder prototype begins with two squads and a compact Farm Road encounter. Command, direct control, combat readability, and early network tests come first. A vehicle and recon drone follow once the core interaction works. Release timing, price, and final hardware requirements remain open.

CONTACT THE STUDIO

PROPOSED CONTENT / SUBJECT TO RESEARCH

PROPOSED CONTENT / SUBJECT TO RESEARCH

Equipment with a role.

Equipment with a role.

Candidate rosters cover infantry fighting vehicles, tanks, armored transports, drones, and supply vehicles. Each asset has a battlefield role and finite resources. Exact models, variants, and fictional force designations remain in development.

ROSTER UNDER REVIEW

ROSTER UNDER REVIEW

Help shape the next milestone.

Help shape the next milestone.

We welcome conversations with potential collaborators, production partners, and press. The full game vision will grow from a focused, tested foundation.

We welcome conversations with potential collaborators, production partners, and press. The full game vision will grow from a focused, tested foundation.