Update #10: New Game Mechanic "Depot Workers" added


I’ve been making good progress on my WWI logistics game and finally got the groundwork done for Depot Workers as a core game mechanic.

The idea is that Depot Workers will be soldiers, civilians, POWs, and even women and children—all historically accurate roles. Soldiers will be sent by central command, but the player can recruit civilians locally or even force POWs into labor. Of course, having women, children, or POWs working comes with moral dilemmas and safety risks—something I want the game to reflect.

What Depot Workers Do:

They keep the entire logistics system running. If barracks break down, workers won’t rest well, lowering their discipline, motivation, and health. Well-maintained barracks keep them in good shape.

They’ll also repair roads, bridges, and telegraph lines—which is critical, especially during bad weather or after enemy attacks. Vehicle maintenance will work similarly: If you assign enough workers, they’ll keep vehicles running smoothly without needing constant repair orders.

A Bit of Realism:

I want the game to reflect that logistics isn’t perfect. Supplies might go missing or get miscounted. If you send out 1000 ammo crates, maybe only 980 arrive—or sometimes even 1050 by accident. This might seem small, but if it keeps happening, you’ll be in trouble fast.

To counter this, you can assign Depot Workers to inventory control and order verification. The more you assign, the more accurate your depot numbers will be, reducing mistakes like “we found a few crates missing” in reports.

Worker Stats & Challenges:

Workers have stats like morale, fatigue, health, and readiness. Long shifts, bad food, and overwork will cause sickness, injury, or rebellion. You’ll have to balance tasks carefully or risk falling into chaos.

Tough Choices:

You’ll constantly face manpower shortages. Send workers to repair a bridge and your depot orders might fall behind. Support the field hospital during an outbreak, and you’ll slow down vehicle repairs. Hold them back to manage resources better, and logistics might grind to a halt.

Your decisions on resource management will determine whether you win the war—or at least delay defeat as long as possible.

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For those who don't know what this is about:

The Game Concept

The Main Project: WW1 Logistics Game

This is a real-time strategy and logistics simulation set in the World War I era, focused entirely on resource management and tactical decision-making, all without firing a single shot. You’ll be working behind the scenes as a logistics officer, coordinating supply chains, allocating resources, and adapting to the constant challenges of wartime.

The gameplay is largely text- and menu-driven. You make decisions by navigating through menus, managing resources, and clicking on various options. The game relies more on strategic planning and choices, providing a focused, immersive experience for players who enjoy a text-based, button-driven style of gameplay.

You’ll manage the transport and delivery of crucial resources like ammunition, food, and medical supplies to front-line units. Random events—like bad weather, supply shortages, enemy sabotage, and vehicle breakdowns—create complex problems for you to solve as you race against time to keep your units operational and to win the war. It’s a game for players who love strategy, planning, and the thrill of managing high-stakes logistics under pressure.

For those who don’t know what this is about: After years of thinking about it and watching AAA game studios fumble, I decided to take a shot at making my own game. It’s a WWI logistics and resource management sim that puts you in the shoes of a logistics officer, managing supplies and making tough calls on the front lines—all without firing a single shot. You’ll juggle resources, deal with random events, and try to keep battle units supplied under intense pressure.

This is a personal project to sharpen my programming skills and create something unique—so no huge expectations here, just a passion project that’s both fun and challenging. Sharing the process here is a way to keep the motivation going and because I have noone in real life to sperg out about this.

If you want to stay updated on the news about the game, or want to read about it's history and former updates/development: Sign up for the mentions list or go through the history of when it was triggered.


Links:

Itch.io: https://feysstudio.itch.io/

YouTube: www.youtube.com/@FeysGameDev

GameJolt: https://gamejolt.com/@FeysStudio

Steamgroup: https://steamcommunity.com/groups/feysstudio

You can also follow the list to stay updated:

As usual, thank you all for supporting and being curious about it. Also thanks for the subscription to the youtube channel and being members on the steam group!

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