Dev blog · War Footing

Origins

War Footing has been kicking around in some form for about five years. Here's how a solo boardgame concept became a PC game — and why the switch made everything click.

M. Aro · 18 May 2026 · 2 min read

My previous background is in boardgame design, and that's where War Footing began. The genesis was an idea for a solo wargame where the tension came from the player knowing a war is coming eventually — and most of the game is spent trying to prepare for it.

Too much for cardboard

As I got deeper into the design, the complexity kept growing. The bookkeeping required to track equipment inventories, supplier relationships, unit readiness, and political stability was more than I wanted to put on a player with a table full of cards and counters. The idea was shelved.

Eventually, I came back to it with a different question: what if this was a PC game? The answer turned out to be: then all of that complexity becomes manageable. The computer handles the bookkeeping. The player makes the decisions.

What the move unlocked

Moving to a digital format opened up options that weren't viable on the tabletop. Players now have seven countries they can take charge of, each with their own starting conditions and challenges. There are multiple scenarios to play through. Battle resolution is fast — no dice rolling, no complex tables — which keeps the focus where it belongs: on the decisions you made before the shooting started.

The strategic depth that felt unwieldy as a boardgame translates well to a screen. Less math from the player, more actual strategy.

Where things stand

The gameplay mechanics have been thought about for a long time, and the move to PC has let that thinking breathe. The game is currently playable — a lucky few have already gotten to try it. We're tentatively on track for a Q3 2026 release.

Keep following along. More details coming soon.


Filed under: War Footing · dev blog · 18 May 2026

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