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Beyond Honour
Genre: Strategy
Platforms: PC, Mac, Linux
Languages: English
Players: Single-player
Aug 3, 2014 @ 5:01am
Aug 3, 2014 @ 8:24am

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If you find the flags overwhelming: turn them off!
This game will be a board-game style grand strategy game about the First World War. You will be able to control the economic, domestic, military, diplomatic, intelligence-related and other aspects of the nations of the side of your choice.

You are not to expect fancy graphics and eye-candy, the project is about gameplay, realism, depth and first and foremost: fun and enjoyment. I despise games with tedious, repetitive, does-not-matter choices and therefore shallow depth, so my game shall be different.

Some more about the gameplay: you are to choose from either the Triple Entente or the Central Powers. You get to control the starting nations of the chosen alliance (as initially there will be one single campaign that starts in 1913 september and ends in max. 1920) and the new joinees that join your side throughout the game. You are to prepare and lead your nation to the Great War and do everything so that your nation not only wins the military conflict but really comes out as a victor from this immense struggle of mankind. You are to mobilise your economy, to gear up your nations, to decide where to send soldiers, to produce war material, to try to persuade neutrals to join your side or at least support you and eventually to use all these aspects to claim the ultimate victory!

Planned features (some of them are already implemented, others are not yet):
---start the grand campaign in august 1913 just after the Second Balkan War
---command all aspects of one of the opposing sides of the Great War: Triple Entente or the Central Powers
---play through the war and strive to achieve the ultimate victory!
---turn based where one turn equals to roughly 1 week
---thousands of regions, all historically accurate
---the map confers the entire planet except the north and south poles and is continuously scrollable
---historically accurate countries
---map-modes: like resource, victory points, land/air/naval forces map-modes and more
- Domestic aspects:
---mobilize your population to get soldiers who can fight for your country
---replace the work force that has been mobilised by improving the automatisation of your economy
---move around everything: resources, equipments, military units, etc
-Economic aspects:
---food, unlike so many existing strategy games, food actually plays a very important role in deciding the war, countries can be forced into submission by denying their food supply
---separated human and machine/automatisation factors in economic production, China for example would have high manpower/low automatisation, while Belgium would be the opposite
-Military aspects:
---this game is for those who love numbers (like me), see everything in numbers: not like there are 2 divisions, but there are 25000 men, 800 horses and 1250 small arms
---historically accurate equipments, eventually hundreds of them in 4 categories: small arms and infantry weapons; heavy weapons, tanks and artillery pieces, airplanes and ships, submarines
---horses are represented as a very important logistical (and somewhat important combat) assets
---importance of trenches and forts
---diminishing returns in combat efficiency, quality matters a lot
---decide the training of your soldiers and assign them equipments then send them to combat
-Diplomatic aspects:
---persuade neutral countries to join your side or at least deny them joining your enemy
And many more features...

I'm 25, working full-time as a programmer and a big fan of history and video games. I always missed certain elements from strategy games, even from those that advertise themselves as grand-strategy. I have not found my dream game so about 1.5 years ago I decided I'll take on the challenge and make it myself. Since then I have put immense amount of work (planning, learning and implementation) into my game - both to the technical and gameplay aspects.

The biggest challenge is managing complexity. One has to be able to decide what to spend time on and what to delay (or completely skip) as well as one has to be able to prioritise the subtasks so that the development becomes efficient and the target is reached sooner (and reached at all). I am at the third and hopefully final iteration of the game at the time I'm writing this description and I believe that I've by now learned the hard way how to handle complexity and prioritise tasks.

Besides this one has have a LOT of love and patience for such a project, otherwise it will not go. I believe you can't do this for money, you are to be motivated by far stronger things. Again, I believe I do have these qualities, as I'm working for more than 1.5 years on it besides my work and other activities of my life.

This is my only project and my only focus, so God willing, I believe I'll be able to successfully tackle the challenges and realise my dream: release my very own grand strategy game!
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Smer4 Nov 18, 2014 @ 6:18pm 
█░░ Valve ░░░█
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█░ Please! ░░░█
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█░ me one ! ░░█
Cool game! vote please for mine too. Thanks in advance!
OpusTheFowl Sep 9, 2014 @ 4:45pm 
been up for a week and still no video? down vote
kmagwart Sep 7, 2014 @ 7:16am 
it's a nice game
piotrekch10 Aug 31, 2014 @ 4:41am 
Nitro-Ham Aug 29, 2014 @ 11:07pm 
this game seems cluttert. you should realy work on your interface
alansaund Aug 25, 2014 @ 7:04am 
I luv war games but this looks too confusing and cluttered...but still get my vote.
Jadam  [author] Aug 19, 2014 @ 1:14am 
I'm on making a gameplay video ASAP.
DontHateBra.... Aug 19, 2014 @ 12:52am 
seems too hard man. make a gamplay video so we will know what we are looking at.
Ziggs Aug 16, 2014 @ 6:52pm 
I say yes, but make it an mmo and I'll jump on
Black_Woolf Aug 16, 2014 @ 1:49am 
O, new strategy