- Optimal Units Pathfinding - 22 September 2026
Making Movement a Little More… realistic.Logically, terrain should matter and affect the battle and the units moving on it. Ideally, your troops shouldn't decide that marching straight through a forest is a great idea just because it saves two hexagons. 😅So, I’ve been working on a new way to approach the movement and pathfinding system in the game.From “simple path” to “best path”The first version of the automatic pathfinding system was pretty straightforward. Every hex had a weight of 1, so the game basically looked for the path with the fewest hexagons between the unit and its destination.Simple. Fast. Functional for a prototype. But it had one big problem: it didn't really care about the terrain and its biomes. It had to change for the beta version.So I replaced the old approach with a real weighted pathfinding system. Now, different terrain types have different movement costs.A roa…
- Closed Beta Summary & Updated Roadmap - 1 September 2026
Thank You for ParticipatingThe closed beta is now officially over. I’d like to take a moment to thank everyone who took the time to test Avant-Garde: Napoleonic Battles and share their comments, feedback, and any bugs they found, with me.The main goal of the closed beta was to gather your feedback to ensure I create the best possible game for all of us. In doing so, you’ve been a huge help, and I’m truly grateful.A big thank you also to all the influencers who featured my game in their videos or livestreams, without you it would be impossible to get the word out about my game to the rest of the world. Thank you!Join the Old GuardSince I’ll be deactivating all the keys distributed during the closed beta shortly, it’s time for me to ask you:Do you want to be part of the Old Guard?In addition to keeping your key active so you can continue testing the game’s progress with each update, your…
- Join the Closed Beta now! - 31 July 2026
The closed beta is now live! It's your chance to play the Beta version of Avant-Garde Napoleonic Battles!How does it works?Here are the steps to join the closed beta:Fill this application form, before August 31st!Receive your key by email, if there is a key left.Play the game!Share comments, feedback or report bug in the Discord server of the game's community. Forms are also available in the game if Discord isn't your cup of tea.1. Application FormThe application form is just so you can manifest your interest to get a key and play the game. The questions it contains are there for me to know your profile better. Nobody nor other entities have access to your answers.The applications end on August 31st.2. Receive your keyThe number of key is limited to 100 for now. If demand continues to grow, I will make more available. The key will be delivered on a first-come, first-served basis.The key…
- Closed Beta Coming Soon! - 21 July 2026
The Closed Beta will be available in a few days, July 31st, on Steam! Let me share the current state of the game for this major development milestone.Game ContentSome of you may have already played Avant-Garde: Napoleonic Battles, whether during playtests, conventions, or on Steam (Alpha). So, what’s new in a nutshell?Music & SFX: Adds immersion and emphasizes what’s happening on screen.Tutorial: Continuously refined to help you get a better grip on the game’s controls.Improved Animations: For certain units like sappers and infantry.Better Textures: For terrain and enemy units.Revamped Main Menu: Redesigned with animations and credits.Preparation Scene: Lets you preview the battle and learn more about its historical context.Known IssuesUnfortunately, some features (sometimes critical) are either missing or not perfected. I plan to address these in upcoming updates, of course!Music & SFX…
- Development Roadmap - 17 June 2026
Game Development RoadmapHere is the roadmap for the development of Avant-Garde: Napoleonic Battles. It is divided into 5 major milestones of increasing importance. Of course, this roadmap is subject to change, but my goal remains to adhere to it as closely as possible.The MilestonesLet me explain the notable implementations of each milestone. Alpha (May 2026):This stage has already passed; only members of the Old Guard currently have access to the game's Alpha builds. To learn how to join the Old Guard and its benefits, join the Discord server.Here is, roughly, the content added or improved since the prototype:Authentic terrain of the Battle of RivoliMusic implementedMore complete and totally reworked tutorialFirst stable version since the prototypeBeta (July 2026):This is the next milestone, which will be here soon enough. The content is starting to resemble the Demo.Here is, roughly,…
- Early-Alpha Playable Build - 15 May 2026
Hello everyone!Today marks a turning point in the development of Avant-Garde: Napoleonic Battles. For the first time since the prototyping phase, some members of the community have the opportunity to test the Early-Alpha version of the game.This playtest is private; only members of the Old Guard have access to this version. The game will be available to the public when the demo is released on Steam in a few weeks.More details about the Old Guard below.Prototype VS Early-AlphaThis first playable version of the Alpha demo allows me to test the recently implemented improvements and new features.Improvements:Most of the textures have been redone to better represent the Rivoli terrain in winter, as the battle took place in JanuarySome units, such as the sappers, have had their textures updated to be more realistic. The same applies to the Austrian campSome units have had their animations cha…
- Devlog #16: Attack Range Indicator - Improvements & Optimizations - 21 April 2026
Hey!I recently had some design choices to make and I wanted to share them with you to get your feedback!If reading isn't your thing, here are two short videos summarizing this devlog:Visual Tests: Optimization: Attack Range IndicatorFor the Avant-Garde: Napoleonic Battles Demo, I wanted to improve the design of the unit attack range indicator. This indicator is intended to clearly show the player the attack zone of units, within which an enemy unit can be attacked if present.Traditionally, in a real-time strategy game, a unit's attack range is only displayed in front of it, in red, at a predefined angle. Since Avant-Garde is based on a hexagonal grid (I explain why in this devlog), it seemed logical to show the extent of the zone in a 360-degree arc.Unit attack range comparison between TotalWar Napoleon (left) and Avant-Garde: Napoleonic Battles (right).A few months ago, during the init…
- Devlog #15: Fatigue, Morale and Positioning - 28 March 2026
In Avant-Garde: Napoleonic Battles, every command you give carries consequences beyond the visible. A charge isn’t just movement, it’s a gamble. A victory isn’t just about numbers, morale has to be taken to account. And sometimes, the difference between triumph and collapse is invisible… until it’s too late.TLTR? I got you covered! Here's a video summaring this devlog: The vision: More than just units on a battlefieldThe game is built around a simple idea: war is not deterministic, it’s dynamic, human, and precarious.Instead of relying purely on raw stats or perfect execution, the game blends tactical positioning with probabilistic damage, fatigue management and a deeply interconnected morale system. They constantly influence each other.The goal is to recreate the tension of command, where every decision echoes across your army, often in ways that aren’t immediately visible.Damage is no…
- Devlog #14: Why a real-time hexagonal grid? - 14 March 2026
Hi there!Several of you have asked me about the choice of a hexagonal grid design for a real-time strategy game. I therefore felt it was important to dedicate a Devlog to clarifying this rather unusual design choice for the genre, on which I decided to build my game. TLTR is at the very end of the post. ⬇️Foundation: HistoryIn the past, I've had the desire to offer games rich in history. To design games that appeal to young schoolchildren or adults passionate about learning more about historical culture. I still hope to one day create educational games for future generations.Building around history isn't always easy and can be complex. Just think of all the resources used to create the game maps for Assassin's Creed. That being said, a historically inspired map doesn't necessarily mean the game is historically accurate. The spectrum of historical accuracy can be very broad.Being a game…
- Featured in the Quebec Games Celebration festival - 16 February 2026
Quebec Games CelebrationAvant-Garde: Napoleonic Battles is part of the Quebec Games Celebration festival. I'm thrilled to see the game featured alongside other games made in Quebec!For this occasion, a few changes have been made to the game's presentation.New Teaser:A new teaser for the game is available, adding more context to the content that will be offered.New logo:A new logo, to better represent the identity of the game, which focuses only on the battles of the Napoleonic Wars.Join our Discord server to share your thoughts and get answers to your questions about Avant-Garde: Napoleonic Battles!Thank you for your support, and take care!Thomas Crozet
- Devlog #13: Name Change and Game Dev Update! - 9 February 2026
Hey everyone!As some of you may have noticed, the game's name has changed. It's no longer just Avant-Garde, but Avant-Garde: Napoleonic Battles.Why the change?To better represent the historical period that will be covered in the game. Initially, I wanted to make a game that covered several battles from different eras. But after receiving your feedback, talking with more experienced developers, and comparing what's traditionally done in the genre, I decided to stick with the Napoleonic battles. I must also say that it's a period that's particularly close to my heart.What about the development?The development has undergone some slight changes to adapt to the feedback you've given me. I'm committed to listening and making sure your comments are taken into account in the development process. Here's a summary of the feedback you've given me over the past few weeks while testing my prototype.…
- Devlog #12: Dev News! - 1 October 2025
Hello everyone,It's been a while since I've given any updates, so it's now time I shared my current goals with you.The GoalThe goal is clear: to have a demo available on Steam in the next year.This demo should contain almost all the elements that a battle in the final game will have. A sort of vertical slice, if you will. The project will therefore be reworked in all its aspects, i.e., the visuals, artificial intelligence, units, terrain, mechanics, audio, etc.CollaborationsReasonably, since I can't do it alone due to lack of time and expertise, I'm using subcontractors. I'm therefore fortunate to collaborate with a historian who conducts historical research, as well as an audio artist. Their work takes the project to another level and allows me to focus on what I do best, and marketing.The BattleInitially, I had in mind to recreate the Battle of Quebec in the demo. After many discussio…
- Devlog #11 : Sapper Unit & Ammunition Wagon - Prototype V0.19 - 17 June 2025
Play the latest version of the prototype here : Itch - Avant-Garde What's new: Sapper Unit:This new unit is quite different from its peers. With it, you can now build, repair, and blow-up buildings! You heard that right... You can place dynamite and blow up any building you want. Regarding construction, you can build bridges over rivers to allow units to cross wherever you want! You see, this unit plays a crucial role!Ammunition Wagon:Here's another special unit! You can only move this unit; its action in the game is passive. It will replenish your surrounding units with ammunition cartridges. The closer the unit is, the faster the ammunition will reach it. Be careful, however, as this unit is vulnerable to enemy artillery and can explode, which will greatly affect your troops' morale. You can also capture the enemy ammunition wagon if it's isolated enough.Radial Menu:There's a wind of…
- Devlog #10: New voltiguers unit & cavalry charge - Prototype V0.18 - 9 April 2025
Play the latest version of the prototype here : Itch - Avant-Garde What's new: Voltiguers Unit: This new light unit has the special ability to form a skirmish formation. This allows soldiers to cover more ground, target multiple enemy units, while suffering few casualties. Artillery fire has little effect on this unit, but close combat attacks can make it easy prey. Visual changes: The terrain has received a visual upgrade in several aspects. First, the textures have been changed to a hand-painted art style. Second, the villages have been reworked to better match the scale of the soldiers. Third, the addition of wheat fields and another type of tree, the oak, further enhances the battlefield. Cavalry charge: Cavalry can now charge enemy units! You must, however, choose the right moment to give the charge order, since the unit will quickly exhaust itself and cannot charge indefinitely! A…
- Devlog #9: New Fighters Unit & Infantry Square - Prototype V0.17 - 12 February 2025
Play the latest version of the prototype here : Itch - Avant-Garde What's new: Fighters Unit: This light infantry unit is born! In addition to being faster and more maneuverable than a standard infantry unit, it has the special ability to become stealthy. This allows h to suffer few losses while ravaging the enemy. Their small number and lack of melee expertise makes them vulnerable to enemy cavalry units. Infantry Line Formation: Infantry units are now able to form a line. By doing so, it increases its number of shooters and therefore also increases its effectiveness. Be careful, the more shooters there are, the faster the ammunition stock runs out. On the other hand, this formation greatly reduces the unit's movement speed and weakens it in the event of a cavalry attack. There is also a formation delay to take into consideration. Infantry Square Formation: Infantry units can also form…
- Devlog #8 : Grapeshot and mini map - Prototype V0.16 - 7 January 2025
Play the latest version of the prototype here : Itch - Avant-Garde What's new: Mini map: In the upper right corner there is now a mini map. This map displays where the known units are. It is possible to move the camera around it with a left click and to zoom in on it with a right click. For better visibility, it is also possible to enlarge it and even hide it. Artillery Grapeshot: Artillery finally has a special ability, grapeshot. Allowing to do a lot of damage over a short distance, this option is ideal for defending against enemy cavalry and infantry. The number of ammunition is not considered to be the same as that of cannonballs. Which can become an option if no more cannonballs left. Retreat Order: You can now order your units to retreat. By doing so, they will immediately leave the battlefield. This is an option that allows you to limit losses in the event of unavoidable defeats.…
- Devlog #7: External Environment - Prototype V0.15 - 25 October 2024
Play the latest version of the prototype here : Itch - Avant-Garde What's new: External environment: The external environment adds to the context of the game, where each battle is represented in the form of a board game. When you pause time, you see the game as it really is. By starting the game time again, you let your imagination take over and thus see the board game come to life, simulating the historical battle. External representation of events: The external environment will adapt and represent what is happening on the game board. Whether it is the atmosphere, the light, the weather or the events that take place during the battle. For example, in this version, the building that catches fire and makes smoke is represented by a candle in "the real world" when time is paused. Ambient Occlusion: This is the kind of thing that is easy to implement and adds a lot to the game. Until now t…
- Devlog #6 : Units Cards Decks & Input Rebinding - Prototype V0.14! - 22 September 2024
Play the latest version of the prototype here : Itch - Avant-Garde What's new: Units Cards Decks: Each card in your hand corresponds to a unit in your army. Your deck of cards allows you to have an overview of the state of your army, and to give your orders directly to them. You can also see your enemy's deck of cards in order to better understand the situation. Card decks take up space on the screen, so it is possible to hide and display them as you wish. Events Notification System: Notifications appear on the left side of the screen to keep you informed of major events that occur during the battle. Double-clicking on them displays the explanatory dialogue, in addition to showing you the topic in question. A simple right-click allows you to dismiss the notification. Attack Confirmation : When you ask one or more units to attack an enemy, a sword will be planted in the hex where the ene…
- Taking part of the "Back to School Games Celebration" event on Steam! - 7 September 2024
Avant-Garde was part of the Steam “Back to School Games Celebration” event! This event was intended to celebrate educational video games, from near and far. From programming logic games to games that stimulate productivity. As you might expect, Avant-Garde was in the "History and Geography" category. Here is the Steam event in question: https://store.steampowered.com/sale/BacktoSchoolSale2024 But why was Avant-Garde part of such an event? Sure, Avant-Garde is a real-time strategy game, but that doesn't mean it doesn't have an educational flavor. Let me explain... My goal is to use the video game as an interactive historical documentary. Basically, Avant-Garde allows you to discover, understand and interact with the different events that shaped the outcome of the chosen battle. It's up to you to see if you do better, or worse, than the commander-in-chief you play. At least you have the a…
- Devlog #5 : Weather & Key Events - Prototype V0.13! - 15 August 2024
Play the latest version of the prototype here : Itch - Avant-Garde Avant-Garde will immerse you in battles where you will have to deal with the same conditions and resources as back then. You will therefore be able to discover, understand and interact with the battle you have chosen. What's new: Weather: There is now a weather system on the battlefield. You will experience the same weather as the commander you represent on the battlefield. The question is: will you adapt better than him? Eventually the weather will affect the terrain, the morale of your troops and their effectiveness. Key events: Still with the aim of making you experience the battles of the time, you must now also face the various events that marked the course of the battle. Indeed, the enemy can set fire to a farm and the resulting smoke could block your field of vision. It is up to you to decide whether you want to d…