On the Western Front cover
On the Western Front screenshot
Genre: Simulator, Strategy, Indie

On the Western Front

Update - June 10

Hi all,

This update once again mostly consists of rebalancing and bugfixes as reported in the discussion forums. Thankfully none of them were particularly large or time-consuming to implement, so I'm able to get this update out fairly quickly.

I'm open to any suggestion or criticism, so I really appreciate all the time you've committed to helping me make this game better.

Bugfixes/Changes:

  • Fixed issue with camera getting stuck on the bottom of the screen for a second when scrolling.
  • Fixed issue with camera not centering on selected unit properly.
  • Fixed issue with currently selected tile not being included in construction line orders.
  • Optimized process of dragging over an area for Finding Wounded orders.
  • Supplying a dugout no longer consumes supplies even when the dugout is full.
  • Units now return any carried supplies when changing supply types rather than simply dumping their load.
  • You can now build over tiles that are at 0% completion.
  • Destroying now reduces build progress rather than durability.
  • Destroyed kitchens are now properly handled by automated orders.
  • Fixed bug in which unit buttons would be duplicated by clicking repeatedly on the same tile.
  • Increased horizontal scroll speed of camera.
  • Removed "Supplying Area" from list of actions when Medical units are selected.
  • Fixed up display of Finding Wounded order area.
  • Clicking on a different tile when sight range is displayed from the current tile now disables the sight ranges properly. Previously you would have to click the sight range button twice to re-enable it.


Thanks for playing!

Update - June 3

Hi all,

This update mostly consists of rebalancing and bugfixes as reported in the discussion forums. There is one new feature available, however, which is the inclusion of a unit list screen on the Order of Battle screen. This list allows you to filter units based on unit type, unit size, and unit status.




Bugfixes/Changes:

  • Added a new unit list to the Headquarters screen that allows you to view and filter your active units.
  • Fixed numbers when viewing reserve unit details from the Headquarters screen.
  • Tiles now properly refresh when supply levels or food levels change.
  • Kitchens and hospitals now display ranges prior to placing them.
  • There is now an extra button available on the order of battle screen, allowing you to select a unit without scrolling to it.

  • You can now view visibility from tiles without having to select a unit, via a new button the tile information popup that appears when you click on a tile. Time and weather conditions are not taken into account - it's just to help you view sight ranges based on position rather than through the eyes of a unit.

  • Fixed bug in which raids would begin immediately regardless of when they were scheduled.
  • Fixed bug in which distance from field supply dumps wasn't being recalculated properly after movement.
  • Added timestamp to event log entries.
  • Fixed consumption of food by surrounding units and supply top-up of kitchens.
  • Fixed bug that would occur in which units would remain at the rear supply line after returning from the rear.
  • Fixed bug in which cavalry and tank units would rotate into the front-line trenches rather than the field.
  • Map has now been extended beyond its boundaries, to allow for easier control at the edges of the screen.
  • Removed Stretcher Bearing from right-click context menu.


New Localization keys:

  • HELPER_UNIT_ACTION_LIST_OTHER
  • UNIT_SCREEN_SHOW_TREE
  • UNIT_SCREEN_SHOW_LIST
  • UNIT_SCREEN_SHOW_SUBORDINATES
  • UNIT_SCREEN_SUPPLY_SECONDARY
  • UNIT_SCREEN_COHESION
  • UNIT_SCREEN_NUMBERS_PERCENTAGE
  • UNIT_SCREEN_UNIT_LOAD
  • UNIT_SCREEN_WOUNDED
  • UNIT_LOAD_NONE
  • TOOLTIP_OOB_GOTO_NO_SCROLL


Thanks for playing!

Update - May 8

Hi all,

Managed to overhaul the defensive AI to make it respond much more actively to enemy incursions. Previously, the AI was a little bit too passive, and hadn't really kept up to date with some of the other changes I had made under the hood. I've also implemented some more quality of life issues that were brought up in the discussion forums. The big one is that you can now view enemy units when clicking on a tile.

With Fog of War disabled, you can see the enemy unit names and current attribute values, similar to your own:


With Fog of War enabled, enemy unit names and values are obscured:


Note that with fog of war enabled, only revealed enemy units are shown.

Bugfixes/Changes:

  • Increased contrast on unit counters.
  • Under Attack notifications now turn red in the event log.


  • Under Attack notifications now display an icon over the event log button if the event log is hidden.


  • Fixed bug in which enemy AI would add to player's wire instead of creating its own.
  • Reworked logic for units on guard duty, making them more likely to help out nearby units when under melee attack.
  • Sortie start time in Aerodrome screen now properly stops refreshing if time is set to a future date.
  • Rewrote and improved logic for defending own trenches from enemy raids.
  • Player can now view enemy units on the tile information popup as greyed out buttons.


Thanks for playing!

Update - April 20

Hi all,

I realized after the last update that Officer experience and individual unit automation hadn't actually been explained in the tutorials or the help text, so I added that information in. Otherwise I mostly spent this past month tightening things up under the hood, as well as addressing a few points that had been brought up in the discussion forums. Thanks to all of you who contributed, keep it coming!

Bugfixes/Changes:

  • Morale, Supply, and Readiness cap information now appears when hovering over the relevant fields after selecting a unit and in the Order of Battle screen.



  • Morale, Supply, and Readiness cap information now appears when hovering over the commander's name after selecting a unit and in the Order of Battle screen.



  • Added Officers tutorial.
  • Updated Help text with extra entry for individual unit delegation.
  • Added two extra steps to the Unit Rotation tutorial, prompting the user to replace a reserve unit and withdraw a subordinate unit from the Order of Battle screen.
  • Prisoners now count towards casualties inflicted/sustained.
  • Units on guard duty now react more strongly to nearby enemy units.


New Localization keys:

  • TITLE_SCREEN_OFFICERS_BTN
  • OFFICERS_TUTORIAL_TITLE
  • OFFICERS_TUTORIAL_INTRO
  • OFFICERS_TUTORIAL_PERSONAL_DETAILS_01_01
  • OFFICERS_TUTORIAL_PERSONAL_DETAILS_01_02
  • OFFICERS_TUTORIAL_PERSONAL_DETAILS_01_03
  • OFFICERS_TUTORIAL_PERSONAL_DETAILS_01_04
  • OFFICERS_TUTORIAL_PERSONAL_DETAILS_02_01
  • OFFICERS_TUTORIAL_PERSONAL_DETAILS_02_02
  • OFFICERS_TUTORIAL_ORDER_OF_BATTLE_01
  • OFFICERS_TUTORIAL_ORDER_OF_BATTLE_02
  • OFFICERS_TUTORIAL_ORDER_OF_BATTLE_01
  • OFFICERS_TUTORIAL_ORDER_OF_BATTLE_02
  • OFFICERS_TUTORIAL_ORDER_OF_BATTLE_DONE
  • OFFICERS_TUTORIAL_INTRO_TOOLTIP
  • OFFICERS_TUTORIAL_PERSONAL_DETAILS_TOOLTIP
  • OFFICERS_TUTORIAL_ORDER_OF_BATTLE_TOOLTIP
  • OFFICERS_TUTORIAL_AUTOMATION_TOOLTIP
  • OFFICERS_TUTORIAL_DONE_TOOLTIP
  • HELP_SUBTOPIC_INDIVIDUAL_AUTOMATION
  • RESERVES_TUTORIAL_SUBORDINATE_01
  • RESERVES_TUTORIAL_SUBORDINATE_02
  • RESERVES_TUTORIAL_DONE
  • RESERVES_TUTORIAL_SUBORDINATE_TOOLTIP
  • RESERVES_TUTORIAL_DONE_TOOLTIP


Thanks for playing!

Update - March 19

Hi all,

Managed to get some good testing in, as well as addressing some feedback from the forums. Several important bugfixes and quality of life updates in this update. Thank you to everyone who brought up issues and suggestions in the discussion forums, every little bit helps!

Bugfixes/Changes:

  • Fixed bug in which units no longer under attack would still be flagged as under attack.
  • If fog of war is enabled, can no longer use raid orders at the top of the screen to charge enemy positions if they are not revealed.
  • Selecting command range now creates lines that connect to subordinate and superior units.


  • Fixed potential crash when loading saved games at Verdun when playing as Germany.
  • Added notification popup when subordinate units return from leave - companies in brigades or battalions, and battalions in brigades.
  • Fixed incorrect names when subordinate units are automatically recalled from leave.
  • Fixed situation in which units would retreat to open ground in between scheduled orders.
  • Fixed bug in which fog of war would also hide player tiles in progress.
  • Artillery batteries in artillery pits are no longer considered for automated orders.
  • Infantry units in dugouts or blockhouses are no longer considered for automated orders.
  • Moving units are no longer eligible for automated orders, to prevent automated orders from essentially hijacking units en route to existing orders.


New Localization keys:



Updated Localization keys:

  • TOOLTIP_MEDICAL_INFO


Thanks for playing!

Update - March 2

Hi all,

This update fixes some more issues that were brought up in the discussion forums, and adds a few quality of life fixes as well. Thanks again to everyone who tried the game out and provided valuable feedback. It is all very much appreciated, as always!

Bugfixes/Changes:

  • Fixed season indicator in the top left of the screen.
  • Added tooltips to season and time of day on top left of screen.
  • Units can now see through farmland, but still not into it.
  • Fixed bug with Issue Order button in Scheduled Order screen, where it could be disabled when selecting invalid unit types and would not re-enable when selecting artillery units.
  • Can now issue rest scheduled orders to artillery units.
  • Can now issue rest orders to mixed groups of infantry and artillery. Previously you had to select groups of either all infantry or all artillery.
  • Rest scheduled orders for artillery units now properly prioritize artillery pits.
  • Sight range reduction when resting (as opposed to watch duty) has been increased.
  • Fixed bug in which Supplying Area orders generated by your Logistics officer would always show Ammunition as the supply type.


New Localization keys:

  • HELPER_SEASON_SPRING
  • HELPER_SEASON_SUMMER
  • HELPER_SEASON_AUTUMN
  • HELPER_SEASON_WINTER
  • HELPER_TIME_OF_DAY_MORNING
  • HELPER_TIME_OF_DAY_DAY
  • HELPER_TIME_OF_DAY_EVENING
  • HELPER_TIME_OF_DAY_NIGHT


Thanks for playing!

Update - Feb. 8

Hi all,

This update fixes a number of issues that were brought up in the discussion forums. Thanks to everyone who tried the game out and provided valuable feedback. It is all very much appreciated, as always!

Bugfixes/Changes:

  • Fixed bug in which officers could not be assigned in the Order of Battle screen.
  • Watch Duty orders now properly prioritize trench and blockhouse tiles, only falling back to terrain tiles if there aren't enough trench/blockhouse tiles for all selected units.
  • If the right-click context menu is open, you can now just left-click outside of it to close it.
  • Supply units topping up field supply depots now only use the amount necessary to replenish supplies to 100%, rather than constantly using up 200 supply regardless of whether or not it is necessary.
  • Pop-up dialogs will now only reposition if they've been moved off-screen. Otherwise they will remain where you moved them.
  • Fixed bug in which dugouts built by the player could not have supplies added to them.
  • Fixed bug in which adding supplies to a dugout would always default to ammunition.
  • Added the ability to sort officers in the assignment popup by name and unit assignment.


Thanks for playing!

Jan. 24 - Map Editor

Hi all,



Sorry for the delay since the last update. I've added a fairly major new feature that was requested by several people in the discussion forums - a map editor. Thankfully, I was able to retrofit existing logic rather than having to create a separate tool or something like that, so using the map editor should be fairly familiar to anyone who has been playing the game already.




Adding trenches and the like is similar to building them normally - selecting a tile type will bring up the build tool, which functions identically to the way it does in-game. You can also add terrain features and change the ground as you see fit.



Unless I think of something else, this is probably the last major new feature I'll be adding to the game. I believe I've added everything that's been requested, so from now on I'm just focusing on balance and bugfixing. If you do think of anything to add, please do let me know in the discussion forums. You've already helped so much, and every bit of feedback helps.

Bugfixes/Changes:

  • Added a map editor.



  • Fixed bugs with localization file loading process, allowing users to properly load localization files.
  • Fixed bug with reinforcing trenches, blockhouses, and artillery pits.
  • Added distance modifier for noise check when performing actions beyond visual range.
  • Units performing Watch Duty will now return to the area they were assigned to after completing a scheduled order. Previously they would return to an open area of the front line.
  • Fixed random crashes caused by dragging areas and construction lines off-screen.
  • Fixed bug with issuing watch duty orders over non-trench tiles. Houses and forests are also valid tiles for watch orders.
  • Fixed issue with scheduled orders where assigned units would leave trenches to take cover in terrain in preparation for the scheduled order. This is only supposed to happen if the unit is in the open when the order is issued.


New Localization keys:

  • CUSTOM_START_MAP_EDITOR
  • CUSTOM_START_MAP_EDITOR_WARNING
  • CUSTOM_START_LOAD_MAP
  • CUSTOM_START_CUSTOM_MAP
  • CUSTOM_START_DEFAULT_MAP
  • MAP_EDITOR_LONG_MAP
  • MAP_EDITOR_WIDE_MAP
  • MAP_EDITOR_SMALL_MAP
  • MAP_EDITOR_DESCRIPTION
  • MAP_EDITOR_DESCRIPTION_TOOLTIP
  • MAP_EDITOR_TILES_HEADER
  • MAP_EDITOR_TERRAIN_HEADER
  • MAP_EDITOR_GROUND
  • MAP_EDITOR_TERRAIN
  • MAP_EDITOR_RIVER
  • MAP_EDITOR_FORTRESS


These localization keys had commas after them, which caused issues with loading localization files. That being said, I've added failsafes to the load process so it will no longer fail even if these keys are left un-fixed.
Fixed Localization keys:

  • TOOLTIP_EFFECT_FLANKING
  • TOOLTIP_COMMANDER_LEADERSHIP
  • TOOLTIP_COMMANDER_ORGANIZATION
  • TOOLTIP_COMMANDER_COMMAND
  • TOOLTIP_COMMANDER_LEADERSHIP_XP
  • TOOLTIP_COMMANDER_ORGANIZATION_XP
  • TOOLTIP_COMMANDER_COMMAND_XP


Removed Localization keys:

  • SCHEDULE_ORDER_SCREEN_SHOW_SUBORDINATES
  • SCHEDULE_ORDER_SCREEN_HIDE_SUBORDINATES


Thanks for playing!

Update - Dec. 9

Hi all,





You now have the ability to customize both the player division and the enemy division when starting a new game. From here, you can add and remove units, set starting battlefield parameters, and generate officers. It's not unlike the debug console, but you can now build from scratch and save the result to file in case you want to carry over the divisions.

I've also addressed a few points of feedback from the discussion forums, mainly the inability of rifle units to supply field kitchens like they're supposed to be able to.

Bugfixes/Changes:

  • Added custom start screen.
  • Fixed bug in which rifle units were not able to top up field kitchens.
  • Added the ability to Add Food to field kitchens when Rifle units are selected.
  • Can now assign camera zoom to buttons.
  • Fixed bug in calculating division numbers when starting a new game.


New Localization keys:

  • FILTER_BY_UNASSIGNED
  • COMMANDER_UNASSIGNED
  • CAMERA_ZOOM_IN
  • CAMERA_ZOOM_OUT
  • CUSTOM_START_BUTTON
  • CUSTOM_START_PLAYER
  • CUSTOM_START_ENEMY
  • CUSTOM_START_SHOW_RESERVES
  • CUSTOM_START_SHOW_ACTIVE
  • CUSTOM_START_RESERVES
  • CUSTOM_START_ACTIVE


Thanks for playing!

Update - Nov. 2

Hi all,

Relatively light update based on feedback received in the discussion forums, as well as some optimizations under the hood. Keep the suggestions coming! Every little bit helps - it's always a pleasure to improve the game to make it more fun and accessible.

Bugfixes/Changes:

  • Fixed bug in which scheduled orders would not continue existing structures in progress if those structures were constructed as part of a different order.
  • Tweaked enemy AI trench raid logic to make them more frequent.
  • Supply units adding supplies to a dugout will now continue to top up supply levels rather than reverting to Resting once the supply levels are at max.
  • Added pilot kills and losses to HQ screen.




New Localization keys:

  • TOOLTIP_KILLS_PILOT
  • TOOLTIP_DEATHS_PILOT


Thanks for playing!