War Footing puts you in command of a nation's defenses. With limited time & resources, and tension rising, can you build the military needed to save your country's independence?
Releasing October 15, 2026 · A free demo is live on Steam now.
Your neighbor has declared your country an unacceptable threat. You have weeks — maybe — before the invasion begins.
You are the Minister of Defense. You control the budget, the procurement contracts, the political relationships, and the force structure. Whether the army that meets the enemy is ready is entirely down to the decisions you make before the first shot is fired.
War Footing puts you at the highest level of military command — mobilizing a nation for defense rather than leading troops on the field. When the invasion begins, the army you built is the army you fight with.
Each turn is a week. Source equipment from foreign suppliers or your own domestic industry, then train and assign units from company to brigade level. Over 180 equipment types — small arms, armor, artillery, aircraft, and air defense systems — each with distinct trade-offs in cost, capability, and availability.
Military spending doesn't happen in a vacuum. Diplomatic obligations and political stability compete for the same resources — and keeping the budget flowing depends on managing both. Ignoring them has consequences.
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. A complex combat simulation that rewards combined arms and knowing your enemy.
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.
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.
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.
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.
Income, licensing, and the new arms deals system — how War Footing rewards players who plan ahead rather than panic-buy when the invasion begins.
How battles resolve in War Footing — from air defense and fighter escorts to armor penetration, helicopters, and the final push.
A tour through the core loop: time pressure, building your defense, deploying into sectors, sourcing equipment from nine countries, and what happens when the invasion finally begins.
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