New Game Announced - "On War: Stalingrad"
- 9 hours ago
- 3 min read
"On War: Stalingrad" is a strategy game set on the World War II Eastern Front. It has long been a passion of mine to create a game that shows the complexity of armored mobile operations in World War II. None of the games I played seemed to capture that idea: maneuvering large formations, preparing offensives, managing spearheads, organizing logistical lines, gathering intelligence, and such.

You can find it here:
This game is a continuation of the idea established by "Attack at Dawn: North Africa". Now, I want to do more. I want the game to be more immersive, more layered, to tell a longer story, and to show the bigger picture. I started development years ago, building on my successful debut with "Attack at Dawn: North Africa." And I decided to improve and upgrade what I found to be the keystone of what I wanted to achieve.
Here is a short description of what you can expect from the game:
First, the interface. Players want information, and this game provides A LOT of information. But they want it in an easy-to-consume way. They don't want a wall of numbers and abbreviations. No! That's tiresome, that's boring, that's work! Instead, we all want something easy to read and quick to perceive. That's why I use bars and icons wherever possible to show important information. A bar with a certain length and color goes a long way toward showing morale, strength, or the amount of ammo left in a division. And an icon, well-made, clean, and pretty, becomes instantly recognizable in the player's mind. That increases readability, reduces playing fatigue, and makes the game more visually appealing. Spot on!

Second, the logistics. What is war? Is it just moving divisions like pawns on a chessboard? No. Those are men, with weapons, vehicles, supplies, living quarters, mess halls, field hospitals, command centers, petrol, oil, and lubricants... It is a mass of people, equipment, buildings, and vehicles. It is an industry on wheels! And to make it work, logistics is the key.
Third, the organization. The game shows a complex array of armies, divisions, and headquarters. The player has to maintain them in good order, replace losses, and reinforce them. To upgrade them when new equipment or a new tactical scheme becomes available. To reorganize them based on their role in the upcoming fight.

Fourth, accessibility and ease of use. Everything in this game is polished with ease of use in mind. I don't want the player to feel crushed by the weight of the task ahead. I want the player to understand, to play, and to experiment. To enjoy the challenge and become immersed in mobile warfare.
Fifth, the story. I want to create a story in your head. I want you to imagine yourself as a military commander, an army group commander leading an entire front. With all that it entails, from day-to-day planning, to organizing your supply system, to deciding which division gets the new tanks. I want you to feel the joy of victory and the pain of loss. Neither more nor less!
That's it for now. If you liked what you read, please wishlist the game and follow our blog, Steam page, YouTube channel, or any of our social networks. Also, share it and encourage others to do the same. Comment, ask questions, and get in touch. I always like to share thoughts with fellow gamers.
And have a great day!
Tom


