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

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Description
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):
-General:
---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
-Map:
---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
---minimap
---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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90 Comments
GingerReaper Aug 14 @ 4:21am 
voting for this because it looks amazingly detailed. It looks like someone took Hearts of Iron and Victoria, took their love child and gave it steroids. Managing a massively complex economy like this looks difficult, but so fun.
Toy Freddy Fazbear Jul 18 @ 3:49pm 
Hope its free
Ser__007 Jul 17 @ 11:30am 
Your game looks cool, but you should do trailer.
Venito Mussolini Jun 19 @ 5:26am 
but you should do some work on a better UI and trailer
Venito Mussolini Jun 19 @ 5:25am 
This looks cool
Brian [Linux] Apr 20 @ 5:41am 
I voted for this because it looks like an interesting war game, but please post a video. People will downvote your game solely based on not having a video.
Gustavus Apr 2 @ 9:02pm 
no pls
MOMO Feb 9 @ 7:13pm 
nice work.
Smer4 Nov 18, 2014 @ 6:18pm 
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Cool game! vote please for mine too. Thanks in advance!
http://steamcommunity.com/sharedfiles/filedetails/?id=341299194
OpusTheFowl Sep 9, 2014 @ 4:45pm 
been up for a week and still no video? down vote