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

On the Western Front

Update - October 9

Hi all,

This update once again consists mostly of responding to user feedback and adding quality of life changes. The most noticeable one is that offensives now trigger an After Action Report popup upon completion, similar to the one that appears afte raids. I've also fixed some issues that were brought up in the discussion forums, thank you to every one who pointed out issues.

Bugfixes/Changes:

  • Added summary popup for mass offensives when the offensives are completed, similar to the end of trench raids.
  • Fixed potential crash if units were ordered over the top despite being en route.
  • Fixed line of sight so that units can no longer see or attack through terrain.

    Before:


    After:


  • Rest and Guard Duty orders now cause platoons to stay within command range of their company HQs if the company HQ is also part of the issued order.
  • Watch Duty orders issued over invalid areas now properly bring up a popup explaining why.
  • Artillery no longer reposition themselves into front line trenches when returning from leave.
  • Fixed vertical bar values in unit details popup.



  • Updated unit status bar tooltips.
  • Fixed behaviour of trench mortars, which were not attacking properly.
  • Fixed Add Supplies orders when Logistics officer delegation was turned on.
  • Supplying Area and Add Supplies orders now cause units to resupply immediately if initially empty-handed.


New Localization keys:

  • OFFENSIVE_STAT_HEADER
  • OFFENSIVE_STAT_SUMMARY_SUCCESS
  • OFFENSIVE_STAT_SUMMARY_FAILURE
  • OFFENSIVE_STAT_CASUALTIES
  • OFFENSIVE_STAT_PRISONERS_LOST
  • OFFENSIVE_STAT_KILLED
  • OFFENSIVE_STAT_PRISONERS_TAKEN
  • CONFIRMATION_ORDER_INVALID_TILES_GUARD_DUTY
  • CONFIRMATION_ORDER_INVALID_TILES_GUARD_DUTY_UNDERGROUND
  • TOOLTIP_MINIBARS_TOTAL_PREFIX
  • TOOLTIP_MINIBAR_NUMBERS
  • TOOLTIP_MINIBAR_MORALE
  • TOOLTIP_MINIBAR_SUPPLY
  • TOOLTIP_MINIBAR_READINESS


Thanks for playing!

Update - Sept. 20

Hi all,

This update consists mostly of responding to user feedback and adding quality of life changes. The biggest one is changing the Find Wounded/Stretcher Bearing/Treat Wounded process to match that of supplying an area. Rather than Medical units running to units with wounded men, then bringing them back to treat them, Medical units now simply treat wounded over an area of your choosing. This streamlines the process and reduces it into a matter of keeping track of area coverage rather than having to individually keep tabs on each Medical unit. It was somewhat more realistic, but ultimately not very intuitive.

I've also changed the way Supply units perform Add Supplies tasks. Previously, they would revert to resting once they filled up a supply depot. However, this led to confusion and inefficient supply management. Now they continuously top up the supplies until ordered elsewhere. Again, making supply a matter of keeping track of coverage rather than individual units. Hopefully these changes make logistics easier to manage.

Bugfixes/Changes:

  • Creating a new pilot via the debug screen now works properly.
  • Enemy AI division can no longer unlock achievements.
  • Tweaked line of sight against units in houses or forests, now affected by the terrain level rather than being a flat visibility modifier.
  • Fixed casemate unit effect and tooltip.
  • Units adding supplies to field kitchens no longer automatically stop when the kitchen is full, instead continuously topping them up.
  • Units no longer automatically revert to supplying area after completing an Add Supplies order on a dugout.
  • Find Wounded orders now function similarly to Supplying Area orders. You now drag over an area and Medical units passively treat wounded units in it.
  • The Medical status button in the top right of the screen now also shows areas covered by Find Wounded orders.
  • Updated Support Units tutorial with new medical unit process.
  • Fixed alternate font on tank step in Support Units tutorial.
  • Added tooltips for 'Select Visible', 'Select All', and 'De-select All' in the unit details popup.
  • Destroyed units can no longer be selected via the checkbox next to their name.
  • Rest and supply area orders now still work properly if the player has been driven back beyond his or her last trench line. Previously, "running out" of trench lines would cause basically every tile in front of the very bottom of the screen to count as being too far forward.


New Localization keys:

  • MOUSE_DRAG_FINDING_WOUNDED_LABEL
  • CONFIRMATION_ORDER_INVALID_TILES_FINDING_WOUNDED
  • HELPER_UNIT_ACTION_PREPARING_AID
  • UNIT_DETAIL_WINDOW_SELECT_ALL_TOOLTIP
  • UNIT_DETAIL_WINDOW_SELECT_VISIBLE_TOOLTIP
  • UNIT_DETAIL_WINDOW_DESELECT_ALL_TOOLTIP


Updated Localization keys:

  • SUPPORT_TUTORIAL_MEDICAL_01
  • SUPPORT_TUTORIAL_MEDICAL_TOOLTIP


Thanks for playing!

Update - Sept. 11

Hi all,

Fairly large update this time. The two biggest additions are Steam achievements and the debug screen.

Steam Achievements have sort of been in the game for a while, via the medals in the Headquarters screen.



Now they are actually hooked into the Steam API, so they can be achieved properly now. I've also added a debug screen which allows you to make some modifications to the game. Rather than using a typical console and forcing players to memorize debug commands, I just created a new popup that can be activated using the 'Console' hotkey (which can be changed in the Settings screen).



From here you can:

  • Modify the current Front Status: Roads, Railroads, Medical Supply, and Aerodrome Quality
  • Unlock and re-lock division upgrades
  • Add divisional supply levels, Valour points, convalescents, and prisoners
  • Add stats to individual units, as well as adding Alert, Drunk, and Deloused effects.
  • Unlock aircraft tiers and generate new planes of each tier.
  • Tweak numbers of field units and reserve units.
  • Increase or decrease both unit attack strength and defense.
  • Modify stats and traits for both officers and pilots.
  • Create new officers (and pilots, in the next update - I realize as I type this that I forgot to implement this feature).
  • Trigger random events
  • Remove existing effects from random events.


The debug screen is probably my last major content update - from here on out, I'll be focusing on quality of life issues and optimization. I'm out of wholesale new features to add after all these years, so I'm looking to release the game for real sooner rather than later. Please do bring up any major issues you run into - at this point I'm open to just about anything!

Bugfixes/Changes:

  • Steam Achievements are now active. They are the same as the medals that can be viewed from the Headquarters screen.
  • Division medals now display progress.

  • Due to popular request, I've added a debug console. Instead of a console, it's a pop-up screen that lets you modify certain things about the game, such as altering officer attributes, adding supplies, or triggering random events.
  • Planned tiles no longer appear until they start being built when fog of war is enabled. If you want to see the tiles planned, you can use the 'Show unit paths' button in the top right, now the 'Show unit paths and planned construction' button. Planned tiles still appear as before when fog of war is disabled.
  • Icon no longer covers up movement speed and range when selecting new reserve unit types.

  • Fixed bug with Overwhelming Fire medal.
  • Fixed potential bug with Engineer Mutiny random event where a null unit was targeted for the event, causing it to have no effect.
  • Fixed Verdun medals on the Headquarters screen. The French medal was showing for Germany, and vice versa.
  • Recalled units properly partake in ongoing offensives when using the mass assault button at the top of the screen. Previously, they would be unaffected, since mass assault units were only calculated at the start of an offensive.
  • Mining Tools upgrade tooltip added to Tunnels and Mines if still locked. Previously, these two building types would be omitted entirely, causing confusion.

  • Bridge construction speed has been increased, but now only Engineers can build them. However, any unit can repair or destroy them.
  • Fixed issue in which the AI would not properly bring in new units as the French at Verdun.
  • Speed of units being rotated back into the front line has been slightly decreased during mass offensives, and slightly increased between offensives.
  • When playing as Germany, the initial offensive on the Verdun map now starts on Feb. 21 as it did historically.


New Localization keys:

  • HELPER_UNIT_ACTION_TOOLTIP_MINING_TOOLS_REQUIRED
  • EVENT_CHIEF_OF_STAFF_NEW_STAFF_OFFICER_DEBUG
  • EVENT_CHIEF_OF_STAFF_TELEPHONE_LINES_DEBUG
  • EVENT_CHIEF_OF_STAFF_BORROWED_RUNNERS_DEBUG
  • EVENT_OPERATIONS_NEW_GUNNERY_TACTICS_DEBUG
  • EVENT_OPERATIONS_SHELLS_TAKEN_DEBUG
  • EVENT_OPERATIONS_LARGE_SCALE_EXERCISES_DEBUG
  • EVENT_OPERATIONS_FOREIGN_ADVISORS_DEBUG
  • EVENT_ADMINISTRATION_MEDAL_DEBUG
  • EVENT_ADMINISTRATION_AIR_MEDAL_DEBUG
  • EVENT_ADMINISTRATION_RESERVES_TAKEN_DEBUG
  • EVENT_ADMINISTRATION_CENSOR_MAIL_DEBUG
  • EVENT_ADMINISTRATION_DRILL_SERGEANT_DEBUG
  • EVENT_LOGISTICS_RAIL_HEAD_DEBUG
  • EVENT_LOGISTICS_WIRE_EQUIPMENT_DEBUG
  • EVENT_LOGISTICS_SUPPLIES_TAKEN_DEBUG
  • EVENT_LOGISTICS_POW_BUILD_SUPPORT_DEBUG
  • EVENT_LOGISTICS_ENGINEER_MUTINY_DEBUG
  • EVENT_LOGISTICS_SUPPLY_RESHUFFLE_DEBUG
  • EVENT_INTELLIGENCE_AIR_SURVEILLANCE_DEBUG
  • EVENT_INTELLIGENCE_COMMUNICATIONS_RESEARCH_DEBUG
  • EVENT_ALL_PILOT_LEAVE_DEBUG
  • EVENT_ALL_DISEASE_DEBUG
  • EVENT_ALL_CO_BIRTHDAY_DEBUG
  • EVENT_ALL_SHELLSHOCKED_OFFICER_DEBUG
  • EVENT_ALL_COMMUNICATIONS_SABOTAGE_DEBUG
  • EVENT_ALL_AUSTRIA_KAISER_DEAD_DEBUG
  • EVENT_ALL_RUSSIA_TSAR_ABDICATE_DEBUG
  • EVENT_ALL_GERMANY_KAISER_ABDICATE_DEBUG
  • DEBUG_CONSOLE_APPLY_CHANGES
  • DEBUG_CONSOLE_FRONT_HEADER
  • DEBUG_CONSOLE_DIVISION_SUPPLY_HEADER
  • DEBUG_CONSOLE_ADD
  • DEBUG_CONSOLE_SUBTRACT
  • DEBUG_CONSOLE_AIRCRAFT_HEADER
  • DEBUG_CONSOLE_AIRCRAFT_CREATED_PREFIX
  • DEBUG_CONSOLE_DIVISION_UPGRADES_HEADER
  • DEBUG_CONSOLE_DIVISION_UPGRADES_UNLOCK
  • DEBUG_CONSOLE_DIVISION_UPGRADES_LOCK
  • DEBUG_CONSOLE_DIVISION_LIMITS_HEADER
  • DEBUG_CONSOLE_UNIT_STATUS_HEADER
  • DEBUG_CONSOLE_ADD_ALERT
  • DEBUG_CONSOLE_ADD_DRUNK
  • DEBUG_CONSOLE_ADD_DELOUSED
  • DEBUG_CONSOLE_ADD_TRAIT_TOOLTIP
  • DEBUG_CONSOLE_SUBTRACT_TRAIT_TOOLTIP
  • DEBUG_CONSOLE_TOGGLE_COMMANDERS_TOOLTIP
  • DEBUG_CONSOLE_TOGGLE_PILOTS_TOOLTIP
  • DEBUG_CONSOLE_CREATE_NEW
  • DEBUG_CONSOLE_EVENTS_HEADER
  • DEBUG_CONSOLE_EVENTS_TRIGGER
  • DEBUG_CONSOLE_EVENTS_REMOVE_EFFECT
  • DEBUG_CONSOLE_UNIT_STRENGTH_HEADER
  • DEBUG_CONSOLE_UNIT_STRENGTH_ATTACK
  • DEBUG_CONSOLE_UNIT_STRENGTH_DEFENSE
  • DEBUG_CONSOLE_UNIT_STRENGTH_HALF
  • DEBUG_CONSOLE_UNIT_STRENGTH_FULL
  • DEBUG_CONSOLE_UNIT_STRENGTH_DOUBLE


Updated Localization keys:

  • TOOLTIP_MOVEMENT_INFO


Thanks for playing!

Update - August 26

Hi all,

I've been doing a lot of playtesting recently, so this update consists of some game balance updates, as well as quality of life updates and bugfixes.

Bugfixes/Changes:

  • Raid type buttons are reset properly when reloading saved games.
  • Increased river crossing movement penalty.
  • Fixed possible crash when rotating units during mass offensives.
  • Creeping barrage upgrade now overrides artillery max forward position when suppressing area.
  • Artillery can no longer cross rivers without bridges or pontoons.
  • Added objectives to scenario descriptions.
  • Added a warning popup when proper tiles for Rest and Supply Area orders are not selected. Previously the user would get no notification if selected tiles were too far forward or if there were no units in the selected area available to be resupplied, leaving them in the dark.



  • Removed islands from the Meuse-Argonne map. I found it had a tendency to make pathfinding weird, and complicated bridge and pontoon orders.


New Localization keys:

  • TITLE_NEWGAME_WESTERN_FRONT_DESCRIPTION
  • TITLE_NEWGAME_EASTERN_FRONT_DESCRIPTION
  • TITLE_NEWGAME_MEUSE_ARGONNE_FRONT_DESCRIPTION
  • TITLE_NEWGAME_VERDUN_FRONT_DESCRIPTION
  • TITLE_NEWGAME_ITALIAN_FRONT_DESCRIPTION
  • TITLE_NEWGAME_SCHWABEN_DESCRIPTION
  • CONFIRMATION_ORDER_INVALID_TILES_SUPPLY_AREA
  • CONFIRMATION_ORDER_INVALID_TILES_REST


Thanks for playing!

Update - August 14

Hi all,

I did a bit more bughunting this time, as well as implementing a new feature that was requested in the Discussion board. Keep it coming!

Bugfixes/Changes:

  • Added a game diary option in the Event Log. You can now add random notes as you play the game. These are saved to a separate file, located in the Logs folder of your save directory.



    The main caveat here is that word wrap doesn't work. Try as I may, the TextEdit control in Godot doesn't seem to have functioning word wrap, and my attempts at actually modifying the C++ engine code to include it were not successful. To write on a new line, you'll have to press Enter manually.

  • Reserve unit lists in the Headquarters screen and corresponding reserve unit detail trees now properly refresh in real-time rather than requiring the user to close the popup and bring it up again to refresh unit details.
  • Reserve unit replenishment is properly scaled so it doesn't all happen at once any more.
  • Minor bug in which destroyed units on the Order of Battle screen would not refresh their numbers properly when destroyed, so that their displayed numbers would remain above zero.


New Localization keys:

  • EVENT_LOG_RECORD_BTN
  • EVENT_LOG_ERASE_BTN
  • EVENT_LOG_NOTIFICATION_LBL
  • EVENT_LOG_DIARY_LBL


Thanks for playing!

Update - August 14

Hi all,

I did a bit more bughunting this time, as well as implementing a new feature that was requested in the Discussion board. Keep it coming!

Bugfixes/Changes:

  • Added a game diary option in the Event Log. You can now add random notes as you play the game. These are saved to a separate file, located in the Logs folder of your save directory.



  • Reserve unit lists in the Headquarters screen and corresponding reserve unit detail trees now properly refresh in real-time rather than requiring the user to close the popup and bring it up again to refresh unit details.
  • Reserve unit replenishment is properly scaled so it doesn't all happen at once any more.
  • Minor bug in which destroyed units on the Order of Battle screen would not refresh their numbers properly when destroyed, so that their displayed numbers would remain above zero.


New Localization keys:

  • EVENT_LOG_RECORD_BTN
  • EVENT_LOG_ERASE_BTN
  • EVENT_LOG_NOTIFICATION_LBL
  • EVENT_LOG_DIARY_LBL


Thanks for playing!

Update - July 31

Hi all,

Quick turnaround this time. I managed to fix and tweak a few things that ended up being relatively simple, so I'm able to get another update out.

Bugfixes/Changes:

  • Fixed elevations on inverted Verdun map when loading saved game.
  • Fixed width of unit selection popup when placing units behind tank cover.
  • Fixed sprite animations for non-infantry units when moving.
  • Fixed line of sight check when attacking units in trench. Previously units would stop attacking enemy units in trenches with non-melee attacks even when they had a clear line of sight.
  • Fixed bug in which supply dump tiles weren't being assigned to the proper factions.
  • Enemy AI is now more aggressive in trying to move on and claim other trench tiles during mass offensives.
  • After a successful offensive, new communication trench tiles from former enemy front line to new front line now properly become bridges when crossing rivers instead of remaining as communication trenches.


Thanks for playing!

Update - July 24

Hi all,

Focused on playtesting and bugfixing for this update. Also added a few quality of life features suggested here on the forums. Keep 'em coming!

Bugfixes/Changes:

  • Terrain effects on movement and line of sight now have levels to them instead of being a binary effect. The effect is determined by the terrain damage level.
  • Tooltips are fleshed out for terrain effects to accomodate this when hovering over the unit's current order.
  • Added tooltip for sneaking. Units sneak when in undetected by the enemy in open ground at night. This was already in the game, but the tooltip was missing.
  • Fixed text font in commander personal details popup.
  • Properly prepended KIA to dead commanders in personal details popup.
  • The commander details button in both the Order of Battle screen and the unit details popup now allow the player to reassign the commander if the commander is KIA.


  • Improved pontoon automated orders.
  • Fixed rare crash when recalling units.
  • Pontoon Operations order delegation now appears properly when reloading a saved game. Previously it was possible for pontoon orders to disappear if the player loaded a saved game from a map without rivers.
  • Fixed rare crash when playing on the Meuse-Argonne map specifically. Pathfinding would occasionally get stuck trying to navigate the left or rightmost tips of islands.
  • Fixed scenario in which units would continuously recalculate paths when withdrawing to the rear.


New Localization keys:

  • HELPER_MOVE_SPEED_TOOLTIP_TERRAIN_LEVEL
  • HELPER_MOVE_SPEED_TOOLTIP_SNEAK


Thanks for playing!

Update - July 1

Hi all,

A couple more bugfixes and quality of life updates. The important part, however, consists of a few fixes for online co-op mode. Thanks to all of you who tried out the online functionality!

Bugfixes/Changes:

  • Split up over the top and fall back buttons into two separate buttons. It was a bit unintuitive to have to alternate between the two actions during mass offensives.
  • Fixed bug in which units that had retreated to an open ground tile instead of a trench tile would not move when ordered over the top again.
  • Fixed bug with issuing attack orders for individual units as guest in online co-op matches.
  • Added event log functionality to co-op online matches. Previously the guest player would not receive event log updates from the host.
  • Order of Battle screen now properly updates in online matches when a unit is selected.


New Localization keys:

  • TOP_MENU_DETONATE_MINES
  • TOP_MENU_FALL_BACK_TOOLTIP


Thanks for playing!

Update - June 21

Hi all,

After the last update which introduced a major new feature, I mostly focused on tightening up the game. Some minor bugs have been fixed, and some quality of life issues have been addressed.

Bugfixes/Changes:

  • Added option to play ambient sound instead of music.



  • Added chat hotkey rebind option to settings screen.
  • Fixed bug with unit attributes increasing endlessly after repeated reloads.
  • Fixed bug in which Fog of War setting was not being saved properly between each session when relaunching the game.
  • Fixed bug in which creeping barrage buttons were not being re-enabled when loading a saved game in which Creeping Barrage was unlocked.
  • Fixed bug with artillery forward positioning for mass bombardments.
  • Ctrl-click now works for scheduled orders.
  • Fixed bug with gas shell slider on maps where gas shells are unlocked at the start.
  • Fixed potential crash when enemy AI handles wounded soldiers.
  • Fog of War now disabled in Skirmish tutorial.
  • Fixed debug text {hotkey_add_units} in Basics tutorial.
  • Added extra tutorial steps in Construction tutorial for dragging over areas in order to resume construction.
  • Added extra tutorial steps in Construction tutorial for using Ctrl-click to build multiple single tile structures.
  • Updated help text for the above two functions.


New Localization keys:

  • HOTKEY_CONSOLE
  • HOTKEY_CHAT
  • CONSTRUCTION_TUTORIAL_DRAG_01
  • CONSTRUCTION_TUTORIAL_DRAG_02
  • CONSTRUCTION_TUTORIAL_BUILD_DRAG_TOOLTIP
  • CONSTRUCTION_TUTORIAL_CTRL_01
  • CONSTRUCTION_TUTORIAL_CTRL_02


Updated Localization keys:

  • CONTROL_TUTORIAL_SELECT_TRENCH
  • HELP_TEXT_BUILD_MODE_01
  • HELP_TEXT_SINGLE_TILE_BUILD_02


Thanks for playing!