- What Was Required - 19 January 2026
Patreon PostThe Quartermaster’s desk stood silent far longer than any honest man would have wished, whispering of abandonment.The ledgers lay as he had left them, pages half-brought into order, columns halted mid-reckoning, as though the numbers themselves had lost the will to proceed without him. Ink had set and darkened in the wells. Wax had hardened in crooked drips. From a distance, it would have seemed a desertion.Let none believe he fled or faltered - crushed by the strain, or tempted by quieter halls and softer duties. They would be wrong. This was still his post, the station to which his pledge bound him; his oath demanded his return, and it had never been abandoned.His desk and the work on it just had to wait.And yet the Quartermaster knew how frail that distinction would seem to those who bore the war upon their bodies and souls. To men crouched in blood-soaked mud, watching c…
- Small Gifts, Endless Duty - 29 October 2025
The Quartermaster has not slept.The candle burns low - again - and still the columns refuse to align. Numbers blur, ink bleeds into damp paper. The system must be rewritten. Everything depends on it. But the men keep calling. The wagons break. The ledgers crumble beneath their own weight. Outside, the wind howls through torn canvas and broken morale. Men cough in their sleep, bellies hollow, eyes dim and unfocused, as if the soul itself had withdrawn for shelter elsewhere. Each day feels the same - cold, hungry, endless. And yet… sometimes, through the mire and misery, a miracle arrives. A small parcel wrapped in paper, the scent of home trapped inside. A mother’s cookies, dry and stale but still sweet. A fiancée’s letter, pressed to the chest like a relic. A single word of kindness, traveling farther than any supply train ever could. The Quartermaster watches. He sees the way the men’s…
- Filed in Duty - Report to the Archives, No.2 - 20 October 2025
Support on PatreonThe candle gutters in its holder, throwing long shadows over the cluttered desk. The Quartermaster rubs his eyes, the ink on his fingertips long since dried into faint stains. The day’s duties were meant to be over hours ago - requisitions filed, rations tallied, reports sent. But the figures don’t align anymore. The systems he built in calmer weeks have begun to crumble under the strain. What once sufficed now fails under the weight of chaos.He exhales, steady but tired. The front has grown unpredictable - supply lines twisting through mud and rumor alike. Convoys vanish into fog, reports contradict one another, and the old forms no longer capture the truth of the situation. To keep order, he must unmake it first.So, he begins again. Pages are torn from ledgers. Old tables are replaced. Formulas rewritten. The structure of his own record - his entire way of keeping th…
- First Live AMA Session - Oct 19th - 17 October 2025
Live AMA - Let’s Talk “Quartermaster”This Sunday, Oct 19th, I’ll be hosting a live AMA session about the development of Quartermaster: The Forgotten Front - an open chat where anyone interested can join, ask questions, share ideas, and discuss what they’d love to see in the game.Whether you’re curious about the logistics systems, historical research, gameplay philosophy, or just want to chat about how the project is coming together - you’re very welcome to join.I’d love to hear your thoughts, hopes, and questions directly. Your feedback at this stage helps shape how Quartermaster evolves from here.It's also a bit lonely just coding alone in my room. Which makes me appreciate any interaction with people interested in this game.Once more:Oct. 19th 11 PM CEST / 2 PM PDT / 4 PM CST / 5 PM EDTHope to see some people there. I don't even know how this steam news thing works, so it might be ver…
- Update #27: Refactoring the Codebase - 17 October 2025
Dev Update – System Overhaul in Progress Now that I’ve mapped out how every part of the game’s logic fits together - from units and sectors to how modifiers influence them - it’s time for a full code refactor.Over the last weeks, I built and tested all the core systems piece by piece: how modifiers check conditions, how they apply effects, and how different entities react under changing wartime conditions. With that knowledge in place, I can now rebuild the system for efficiency, clarity, and long-term stability.This means streamlining how modifiers are processed, how conditions are checked, and how effects ripple across units, sectors, and events. Once this refactor is complete, the framework will finally be ready for the first real playtests — the moment where the whole logistics chain will run live for the first time.It’s the quiet but crucial stage before things really start to move…
- Update #25: Created a Patreon & Optimized code base - 10 September 2025
Hey everyone,Quick little update from my side. I’ve been deep in the trenches of code refactoring lately - the core systems are in a pretty solid place now. Most of the heavy groundwork is finished, but once I started testing things together (units, battle units, workers, generals, etc.), the calculations felt a bit clunky. So I rolled up my sleeves and rebuilt some of the core logic to make it more optimized for all the modifiers and interactions that will come into play later. It should run much smoother now as the complexity ramps up.On a different note: I’ve just launched a Patreon page! If you’d like to support the development and help me spend more focused time on Quartermaster, that’s the best way to do it.👉 https://www.patreon.com/cw/FeysStudio That said - and this is important - even if nobody ever forks over a single dollar, I’ll still finish this game. Quartermaster is a bit…
- Update #23&24 - Location stats, tasks and Upgrade system finished - 13 June 2025
Big Progress Update – Task Systems + Upgrade Framework LiveThis week brought two major systems into working shape: Depot Worker Tasks and the Upgrade System. Together, they significantly advance the game’s dynamic structure and open up a lot of design flexibility for future development. I forgot to post them on here, so both updates at once. The devlog videos at the end of the post.Depot Worker Tasks Completed Across All LocationsEach location now has a distinct task system fully defined and ready. These tasks are tied to the gameplay logic and reflect the core function of the building or area—be it healing troops, storing supplies, or managing animals. Each location also has its own condition and performance stats (e.g., fire safety, pest control, structural decay), which tasks will soon influence in real-time.Tasks are currently functional but not yet connected to stat changes. That d…
- Update #22: Depot Worker Task Logic finished - 11 June 2025
Today was a big milestone in the development of Quartermaster! I finally implemented the entire task management logic for our hardworking depot workers.Now, the game can assign and unassign tasks dynamically or through hand by the player across different areas - whether it’s barracks, the deployment zone, the hospital, the mechanics bay, or beyond. Each worker now has proper stats: you can check exactly which worker is assigned to which task, at which place, and adjust it on the fly.While the basis is rather simple, making sure no task could be assigned twice, no worker on two assignments and to make sure the code would always know and be able to adapt where exactly which worker exactly is, took a bit of fiddling.I even got tasks like repairing telegraph lines, upgrading shelters, barracks cleaning, and sleeping already included.Of course, there’s more to come: I still need to add a few…