Hi everyone,
Imagine your leading division reaching a river. The engineers are still on the road, the fuel convoy is delayed, and the latest enemy report is already two hours old. Your next decision could determine whether the advance continues or stalls.
These are the kinds of command decisions I want to bring to life in FRONTENWERK.
I’m developing this historical World War II strategy game with support from ChatGPT and Codex. The campaign’s starting point is 22 June 1941. The initial focus is Operation Barbarossa and the Eastern Front, while the broader concept encompasses Europe and North Africa.
The video shows the game’s opening, an operational visualisation, a flight along the front, a combat example and the three historical databases with their orders of battle.
The documented map grid measures 1,080 × 994 hex positions – 1,073,520 hexes in total. The separate research databases for the Axis, Soviet Union and Allies now contain nearly 25,000 unit and organisational records and more than 4,300 person records, supplemented by portraits and historical sources. These entries cover multiple command levels and include subordinate units, organisational models and contextual records. Research and historical verification are ongoing.
A central development goal is the ability to choose your level of command: lead an army group, coordinate a corps’ operations or examine the tasks of a division and its subordinate formations more closely. AI commanders are intended to carry out assigned objectives using the forces actually available and within clearly defined limits.
Supply, information and the condition of your troops should shape every operation. Reconnaissance reports can become outdated. Exhausted formations need relief. A successful breakthrough creates new demands for transport, ammunition, repairs and replacements. In the longer term, recruitment, training, industry and research are also intended to connect with events at the front.
FRONTENWERK is still in development. The video presents parts of the current working build. The more extensive command and logistics systems describe the direction in which I want to develop the game.
I’d love to hear from people who would enjoy playing this kind of strategy game—and from anyone interested in helping bring it to life.
Contributions are welcome in many areas:
Historical research: Units, commanders, troop strengths, locations, photographs and sources.
Development and design: Programming, the user interface and making detailed information easier to understand.
Player feedback and future playtesting: Assessing clarity, identifying problems and helping shape interesting command decisions.
Even a single well-sourced correction or a thoughtful suggestion can help the project move forward. Feel free to leave a comment or send me a Reddit message if you’d like to get involved.