- Total Victory Aircraft - 6 September 2026
The testers and I have been working on the computer opponent and balancing issues of the main scenario. Some units become modified over time for better play. Recently I went through all the aircraft in the game. I thought you all would be interested in what aircraft the major powers have.Aircraft were put into groups of similar aircraft. Some models are upgradable to newer models while others are stand alone models. For example a P-40 can be model upgraded to a P-47 but a IL-2 Sturmovik cannot. It is a unique model. Each model can have research levels applied to it improving performance. These would be considered variants within the model such as a Me-109e or Me-109g variant. All these models are currently included in the main scenario and default data. United KingdomHurricaneSpitfireTyphoonBlenheimWellingtonMosquitoLancasterUnited StatesP-40P-47P-51P-51 with drop tanksP-38P-80B-25B-17B…
- Demo Update - 7 August 2026
Much of this update has to do with game engine bugs and some CO, computer opponent, modifications. Notable Improvements are....Reports > Reinforcements - Players can see reinforcements that happened last turn.Reports > Losses - shows current turn losses Air Ranges > "r" key toggles fighters, bombers, off air rangesStrategic Anti Air > support unit for locations against strategic bombardmentSelect Unit > Details - Shows maximum reinforcement costMap and units - removed fuzziness from some elements Map port icons - added "!" to show ports that ran out of supply stockpile Also fixed many small CO and game play errors, map errors, main scenario map errors.Note: Some saved games might not work with new update since there has been so many changes.
- Total Victory: Development Update - 14 July 2026
Launch date moved to February 1st, 2027I want to start by thanking everyone who has been following the development and playing the demo of Total Victory. Your enthusiasm for project keeps me going, even when the road gets a bit rockier than expected.Today, we are announcing a shift in our release schedule. While the core experience of Total Victory is coming together, we’ve encountered a series of minor game play bugs that disrupted the work on the computer opponent module.As an indie developer, my top priority is to deliver a fully functioning product. As those who have followed me these years, I value quality over profit. Because of this, I have made the decision to push our release window. We missed the ideal September slot for indie titles, and with the next optimal launch window opening in February 2027.
- New Scenario: North Africa 1941 - 15 June 2026
Play as Erwin Rommel as you dash across the sands of Libya recapturing what the Italians have lost. Assault Tobruk and secure your supply lines toward the ultimate goal, Cairo.
- Developer DIary #8 - 27 May 2026
Dev Diary: Beta Testing, Wishlist Milestones, and the Road to ReleaseHello everyone!Development on Total Victory is moving along smoothly, and we are entering an exciting phase. Our beta testers are currently into a 4-player Play-By-Email (PBEM) game. I am pleased to report that they are encountering very few bugs. Instead, the main debates are centered around game balance and historical accuracy. One of our testers has already created a fantastic graphical mod that the entire group has adopted. The community's insight and dedication are having a tremendous impact on making the game the best it can be.Community Feedback & Feature RequestsI’ve also been closely monitoring the Steam forums, and the feedback has been phenomenal. You’ve brought some insightful ideas to the table, and I’ve already implemented several player suggestions that made immediate sense.More difficult feature request…
- Scenario Added - 7 March 2026
Eastern Front 1941In June 1941, the world held its breath as three million men surged across the Soviet frontier. You are now at the helm of the most expansive theater of war ever conceived.As the German High Command: Your objective is total collapse. Utilize superior tactical coordination and the Blitzkrieg doctrine to encircle massive Soviet formations. But beware: the clock is your greatest enemy. The vastness of the Russian steppe will swallow your logistics, and the mud of autumn is merely a precursor to a winter that bites harder than any bullet.As the Soviet Stavka: You are fighting for the very existence of your motherland. You must master delaying the enemy trading space for time. Conduct grueling rearguard actions, evacuate your vital industries to the Urals, and pray that the Siberian reinforcements arrive before the spires of the Kremlin fall.Historical land divisions, corps…
- Developer Diary #7 - 14 February 2026
I have been so busy I forgot to put up a new developer diary. I have bene working 6 to 7 days a week correcting bugs and adding improvements to the game. Here are the current developments going on.The demo will be a bit delayed as I have not seriously started working on the computer opponent. The base code is complete but it needs work.The manual is complete and on the Steam page. It took me much longer to write this than expected. The individual mechanisms are mostly simpler than WarPlan like the naval spotting system. Other systems are more robust like the economic system.The game trailer coming this month. This took me much shorter than expected to make it, unlike the rule book.Playtesters are enjoying the new game and the feedback has been tremendous. There have been a lot of improvements and bug fixes so players don’t have to find them after release. I am very pleased with my team…
- Developer Diary #6 - 19 December 2025
The game is slowly moving along. At first I thought the game might be released in the fall or winter, but now it seems I am back on track for mid to late summer.Adds since November…Beta testers are reporting bugs and asking for features to make the game easier to play. A new on/off toggle for ground support during a land attack was added.Special attributes added for certain hexes on the maps like the crossing in Netherlands, Russian Ice Road, and Crossing Arrow locations giving defense bonusesA simpler entry system was employed for countries that are Neutral (USA and USSR)Overlay continent map is now smoother for a better look. Testing map augmentations for better map aesthetics. Map orders for the computer opponent, or CO, added. This helps it know where defense lines are, allows scripts to force garrisons and “hold at all costs” locations. his will take a long time to get correct incl…
- Developer Diary #5 - 8 November 2025
The game has most of its features in place. Below is a list of what remains.Computer opponent (CO) land, air, and naval combat – I am working on the land portion of the computer opponent. I am trying to develop a system that requires few map orders and scripting. The CO should be able to attack and defend mostly on its own. The system can be applied to any scenario without much work. This process is very slow. I want to get the CO up and running so the play testers can start testing land balance. The best games go down to the last turn in 1945.Scripting – Event and CO scripting still need to be created. The code is already done. These codes handle detailed situations within the game. I just need to create the text files that interact with the game.Alliances – The game features 3 alliances: Allies, Comintern, and Axis. Nations may only cooperate with a nation within their alliance. Natio…
- Developer Diary #4 - 3 October 2025
My work on Total Victory continues. I was hoping to launch this in the Spring. Force pool details and specific combat mechanics have been taking longer than I thought. I could have taken the easy route in researching units, names, and ships, but I want to deliver quality to the players. The summer of 2026 is the new target date, giving plenty of time for testing. I expect to have the game done by December. The main scenario will be tested for several months to improve the balance in the main scenario. Meanwhile, I will add a couple more scenarios for release.This is a list of mechanics that have been added since the last developer diary.Combat reporting (detailed and quick summary) Movement and combat Bugs Information bar on support units Production Strategic Rail Map corrections Mechanics to reduce scripting for events Game bugsI have a dedicated team of solid testers on the Alpha vers…
- Developer DIary #3 - 29 August 2025
August has been the month of combat development for the game. For those of you familiar with my other game series, WarPlan, this will have similar mechanics with different formulas and values. LAND COMBAT Multi-hex attacks Air may come in as ground support 99% of the coastline can be invaded Artillery phase Anti-Tank bonus when defending Retreat bonuses with armor when attacking or defending Imaged generals can be attached to an HQ AIR COMBAT Ability to attack different targets Fighters can fly as a bomber Fighters in counters automatically escort their bombers NAVAL COMBAT Spotting has been simplified Ship speed is important for searching Primary gunnery (11” barrels and larger) + Long Land Torpedo combat round Secondary gunnery (4” to 8” barrels) + Torpedo combat round Intercept along the way Subs alone in a fleet have bonuses to attack SUPPLY Has been simplified only using an attribu…
- Developer DIary #2 - 16 July 2025
This past month, I have been working on all the unit types, unit names, counter names, and divisional names. What I thought would take a week took a month. To give a scope of the size of the work...Total Division Types: 626 Many of these are similar with different varieties based on the nation. For example, France has a lower infantry movement rate than Germany, reflecting various factors. Aircraft: Each country has historical aircraft grouped by the most common and similar. Aircraft have different statistics. Players can form air counters with a mix of fighters and bombers. Naval: Individual capital ships have been researched for accuracy in representation. Even carriers hold the number of planes they did historically. Cruisers come in groups of 4, destroyers and subs in groups of 8. I decided to include light cruisers in the force pool as well. Total Game Counter Names: 709 Examples o…
- Developer Diary #1 - 26 June 2025
To answer your first question, yes I developed the WarPlan games. Total Victory is a new brand of my wargames based on the Kingdom, Dungeon, and Hero engine. It has a little more complexity than my WarPlan series keeping with a solid UI and deep strategy. Due to Kingdom, Dungeon, and Hero's success I decided to transform that engine into World War 2 grand strategy. All of the code had to be adjusted. One of the lessons I learned making this game engine is why most games have 1 hex, 1 unit, 1 attack. The difficulty level of creating multi hex attack system with stacks of units is quite challenging. So much can go wrong through user actions or systems interacting. You have to account for every mistake and action a player makes including how fast they play. But this is a game I am excited to make.I started with all new art, sound, and music. Total Victory has greater visual detail than my…