Studio / War Footing

A defense ministry strategy game about building the army before the battle begins.

War Footing — a defense minister's desk: leather field journal, operational map, sidearm, brass cartridges, and coffee
In development Digital Solitaire PC

Your neighbor has declared your country an unacceptable threat. You have weeks — maybe — before the invasion begins.

You are the Minister of Defense. Not a general. The decisions that determine whether your army survives happen before the first shot is fired: what to buy, who to train, where to deploy, and which political relationships to keep intact along the way.

War Footing is a turn-based strategy game about preparation, trade-offs, and consequence. When the invasion comes, the army you built is the army you fight with.

Turn
1week
Equipment
130+types
Scenarios
8
Platform
PCSteam
Strategic Defense Management
What you're actually doing

A ministry, not a command post.

Most strategy games hand you an army. War Footing makes you build one. Three ideas shape every decision you make before a shot is fired.
01 — Procurement

Source it, train it, field it

Each turn is a week. You'll spend it sourcing weapons and vehicles from foreign suppliers or your own domestic industry, raising units from company to brigade level, and equipping them with whatever your budget and your suppliers' catalogs will allow. Over 130 equipment types — each with distinct trade-offs in cost, capability, and availability.

02 — Politics

The budget isn't free

Diplomatic and political relationships compete with military spending for resources. Keeping allies cooperative and domestic politics manageable costs time and money that could otherwise go to ammunition and training. Neglect the ledger and the money dries up.

03 — Consequence

You fight with what you built

Battles resolve at the operational level: sector by sector, week by week. No unit micromanagement — outcomes depend on what you built. Unit readiness, doctrine fit, equipment quality, and where you chose to deploy. There's no scrambling for reinforcements mid-battle. The work is already done, or it isn't.

How a campaign resolves

Each turn you manage a budget and a timeline. Equipment orders take time to arrive. Units take time to train and equip. The invasion clock ticks whether you're ready or not.

When the fighting begins, you don't pick up a controller. You watch the result of your decisions play out sector by sector. A well-equipped, well-deployed force holds; an under-resourced one bends or breaks. The outcome is determined by the ministry, not the battlefield.

War Footing key capsule art
War Footing — store capsule (in development)

Specifications

Format
Turn-based PC strategy · solitaire
Perspective
Defense minister — procurement, training, and deployment
Turn length
One week per turn
Equipment
130+ types — small arms, armor, artillery, aircraft, and air defense systems
Combat
Operational level — sector by sector, no unit micromanagement
Scenarios
8, each with distinct starting conditions, resource constraints, and enemy configurations
Platform
PC — coming to Steam
Designer
Ethan Redrup · Strategist's Den Games
Build Your Army
Eight ways to fail — or not

Every scenario asks a different question.

Different starting conditions, resource constraints, and enemy configurations. Each one is a distinct test of what a credible defense actually looks like under specific pressures.
Starting position

Varied constraints

Some scenarios give you time and a thin budget. Others give you money and almost no runway. A few start with alliances already strained. The problem is always the same — be ready — but the shape of that problem changes every time.

Enemy configuration

Different threats

The force coming at you determines the doctrine you need to counter. An armor-heavy thrust demands different procurement than a combined arms push or an air-superiority campaign. Building a force that fits the threat is half the challenge.

Replayability

No two runs alike

Equipment availability, supplier relationships, and political conditions vary. The same scenario with a different procurement strategy produces a different army — and a different outcome when the invasion begins.

From the design log

Field notes on War Footing.

All field notes  →
Win the War
Coming to Steam

Prepare your defense.