- The Battlefield Keeps Growing - 7 August 2026
Hello, Commanders!It’s been a while since our last update, but development on WW2 Tactics has continued moving forward.Over the past few weeks, much of our work has focused on something fundamental: bringing more variety and personality to the battlefield, while continuing to build some of the game’s most important — and challenging — systems.🚜 More Units and VehiclesThe arsenal keeps growing.We’ve been working on new infantry units, support weapons, vehicles, and aircraft for the different factions.The goal isn’t simply to add more units. We want each one to be instantly recognizable, with a clear silhouette even at the small scale of our sprites.🎨 A More Consistent Visual IdentityWe’ve also continued refining the game’s pixel art style.We’re sticking with the isometric perspective and slightly chibi proportions of the units while improving proportions, shading, colors, and small det…
- New Features and Maps - 2 September 2025
Hello commanders! This month I’ve been working on several improvements that I’d like to share with you.🎮 Expanded controller supportI’ve added support for a wider range of controllers so you can play with the gamepad you prefer. I want the tactical experience to feel comfortable from the couch, and I’ll keep expanding this compatibility in future updates. ⚔️ New Local VS ModeYou can now bring a friend! I’ve implemented a local versus mode for two players on the same screen. Nothing beats recreating WWII battles in strategic duels right from the sofa.🌍 New MapsI’ve also been designing new scenarios that bring more variety both visually and tactically:🍂 Autumn maps with colorful forests.🪖 Fortifications and trenches that change how you position your units.📦 Environmental details like crates, barrels, and obstacles that affect combat.These changes make each battle feel different and f…
- Summer Update: Back on the Battlefield - 2 August 2025
Hey Commanders,I know I’ve been radio silent for a while… truth is, I was going through a bit of a rough patch. Solo development can take its toll sometimes. But I’ve kept working behind the scenes, and I’ve got some exciting progress to share! 🧠 Smarter EnemiesI’ve been improving the enemy AI so they make better tactical decisions—taking cover, choosing smarter positions, and coordinating attacks. Flanking them won’t be so easy anymore! 🎶 New Music In the Works I’ve started working on the game’s soundtrack, aiming for something that feels both epic and tactical. Music that enhances the mood of each battle without overwhelming the strategy. 🛠️ Map Design Mode One of the features I’m most excited about: a Map Design Mode! Players will be able to build their own battlefields and later use them in Skirmish Mode. It’s still early in development, but the foundation is in place. Thanks for…
- Devlog: Resumen de Mayo – A World at War: Tactics - 28 May 2025
Hello Commanders! This month has been a bit quieter in terms of public updates, so I wanted to take a moment to explain why — and also show you what I’ve been working on behind the scenes. 🎨 Still looking for a lead artist I’m still searching for a lead pixel artist to join the project. In the meantime, I’ve been learning pixel art myself to keep things moving. I’m not quite at the quality level the game deserves yet, but this process has helped me explore and test out new ideas. 🧱 Animation & art progress While still a work in progress, here are some early results from what I’ve been experimenting with: Infantry idle animation Marching animation Explosion effect (including terrain impact) 🧭 Complete overhaul of the units in-game UI This month, I also finished a full redesign of the in-game UI. It’s now much clearer, more readable, and visually consistent with the rest of the game's…
- No Artistic Reinforcements For Now... But We're Still In The Fight - 7 May 2025
Hello, Commanders! This week has been a bit unusual: our lead artist has had to step away temporarily, so we won’t have new sprites for now. But don’t worry! Development is still moving full speed ahead, and here are the updates: ⚔️ Combat Rebalance Damage vs. Defense: We adjusted the formulas so light units (infantry) aren’t wiped out by a single artillery shot, while heavy weapons still retain their tactical impact. Cover and Terrain: We added minor penalties in difficult terrain (mud, ruins) and +20% defense bonuses in fortifications and trenches. 🔄 Improved Turn System Turn Order Bar: We added a visual indicator showing the current unit, the next unit, and the one after, so you can plan your tactics in advance. 🏰 Fortification System Construction and Repair: The combat engineer can build light trenches and fortifications and repair them. Scalable Durability: Each fortification has…
- Devlog: Our First Month on Steam — Thank You for the Support! - 28 April 2025
Hello Commanders This April was a very special month for us. It's been just a few weeks since we launched our Steam page, and we have already received incredible support from all of you! In our first month: - We reached over 5,600 impressions and nearly 2,000 visits to our store page. - We participated in our first #WishlistWednesday. - We opened new social media channels like Bluesky to share more development updates. - We published weekly devlogs to show our progress. Here’s a quick look at some of the recent developments: Testing new attack animations – Flamethrowers lighting up the battlefield! 🔥 Heavy machine gunners providing support fire! 💥 Polishing unit visuals – Tanks now have subtle vibration when idle to feel more alive! 🚜✨ Every small step is bringing us closer to the vision we have for A World At War: Tactics, and we are thrilled to share this journey with you. We are c…
- Devlog: Details Matter - 20 April 2025
Hello, Commanders! This week we focused on improving the moment-to-moment feel and visual clarity of the game. These might seem like small tweaks, but they make a big difference in the overall experience: ❤️ Redesigned Health Indicator Each unit now displays a visible health icon on the battlefield. We wanted something clean, integrated with the art style, and easy to read at a glance. It’s a small change… but it adds a lot of life to the battlefield! 📍 Tactical Facing System In a tactical game, knowing which direction your unit is facing is crucial. This week we implemented a new visual system that lets you choose the unit’s final orientation after moving. It's not only great for planning flanks and ambushes — it also brings that classic tactical flavor we love. (And yes, watching the arrows spin in real time is oddly satisfying 😄) 🎨 New Sprites and Animations We gave the M4 Sherman…
- Devlog: Steam SDK Integration, New Animations, and Achievements! - 14 April 2025
Greetings, commanders! This week, we’ve made some exciting progress behind the scenes, and we’re thrilled to share the latest updates for A World at War: Tactics. Here’s a breakdown of what’s new: Steam SDK Integration We’ve successfully integrated the Steam SDK into the game, bringing Steam features like achievements, and other platform-specific functionalities directly to A World at War: Tactics. This is a major step toward preparing the game for Steam’s release, ensuring that all the necessary features are in place to enhance the player experience. What does this mean for you? Steam Features Incoming: Soon, you'll be able to enjoy all the benefits Steam offers, from achievements to Steam Workshop support, making your experience even more immersive! New Animations: Bringing Your Units to Life! We’re working hard on implementing new animations for the units to make their movements feel…
- More Character, More Strategy! Graphic and Gameplay Updates - 7 April 2025
Greetings, commanders! This week, we've been working hard to improve the gameplay experience in A World at War: Tactics, and we're excited to share our progress with you. Here's a summary of the most important changes: New Graphic Style: A Bigger, Easier-to-Animate Chibi Style! We've redesigned the game's units to feature a bigger chibi style. This not only makes them more visible on the battlefield but also makes animation easier. The larger heads and compact bodies now allow for greater expressiveness and movement. This change will improve visual clarity, especially at smaller resolutions and when units are deployed on the terrain. What does this mean for you? More charismatic characters and smooth animations that will immerse you further into the action! UI Improvements: Detailed Terrain Information at Your Fingertips We've made significant improvements to the user interface to provi…
- Devlog: Reworking the Combat System - 31 March 2025
Greetings, Commanders! In this update, we want to share an important improvement to the combat system. After several tests and adjustments, we have reworked how unit engagements are calculated to make battles more strategic and balanced. Now, damage is determined by the following formula: ((Attacker’s Health × Unit Type Multiplier) − Adjustment Value) / 2 📌 What does this mean in practice? ✔️ The attacker’s health influences the damage they can inflict. ✔️ The multiplier factor depends on the unit type, reflecting strengths and weaknesses. ✔️ The adjustment value balances the damage to prevent imbalances. ✔️ The final result is divided by 2 to keep values more controlled and prevent battles from being too explosive. Why this change? We aim for a system that rewards tactical positioning and strategic unit choices. With this new formula, factors like unit type advantage and the attacker'…