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All Quiet in the Trenches is set in a (fictional) secondary theatre of war on the Western Front. Many soldiers stationed away from the main front lines probably did not come into direct contact with poison gas very often. Nevertheless, poison gas is one of the most well-known and devastating weapons of the First World War. That's why it was clear to us from the very beginning that we wanted to incorporate this topic into the game.
Poison Gas in the Diary
With less than one percent of all World War I deaths, poison gas is considered an ineffective weapon in retrospect, but its cruelty and the effects it had on soldiers give it its terrible reputation.
We have written several new journal entries on this topic, which deal with various aspects of gas warfare. We plan to have 6-8 stories by the time of release of the next update, but due to our dynamic storytelling, it is of course possible that you will not experience all of them in one playthrough.
Gas Masks
We designed the gas masks in the game based on the German GM15 rubber mask and the French M2 mask. Both variants have been given their own storage locations: A carrying bag for French soldiers and the Bereitschaftsbchse ('emergency box') for German soldiers.
Gas Attacks in the Trenches
During the trench phase, occasional gas attacks may now occur. The main consequences are increased exhaustion and mental stress for the soldiers.
The use and duration of a gas attack depend on the wind. Gas can affect life in the trenches for several days, but it is ineffective in strong winds. The wind, in turn, depends on the weather. So heavy rain now has its good sides too.
Chlorine Gas on the Battlefield
Some new levels have been designed in which chlorine gas is used. Soldiers who are near poison gas clouds automatically put on their gas masks.
The gas clouds behave similarly to artillery smoke or smoke grenades. However, gas adds additional penalties to the visibility impairment: reduced stamina and lower soldier effectiveness.
Stamina Adjustments
As part of this, we have made minor changes to stamina, which is reflected in the game via the Out of Breath attribute. In addition to balancing changes, we have introduced a mechanic where soldiers who are not given a break on the battlefield will eventually become unable to carry out orders.
In the last two Dev Diaries, we talked about the limited visibility caused by artillery smoke and smoke grenades. This will be supplemented by fog as a natural challenge that will be added with the gas update and which we will tell you about today.
Occurrences of Fog
Fog will occur as an additional weather effect in the game and will influence both the battle and the trench phases. While fog cannot occur in hot or sunny weather, there is a certain probability of it occurring in moderate or rainy weather, as well as in cold snaps (in order of increasing probability).
Effects of Fog in Battle
During a battle, fog drastically reduces visual range to about half of the normal distance. This makes movement through no-man's land less dangerous, as generally there are fewer enemy troops in sight.
However, careless movements can also be extremely risky, as you can now move into close combat or grenade range of one or more enemy troops that were previously out of your sight.
Fog in the Trenches
In the trench phase, fog reduces the danger of all tasks and also affects other circumstances: while enemy snipers, for example, can no longer carry out their tasks, which further lowers the danger level, the probability of an enemy attack increases.
Unknown Factors
There will be another change in battle: if a movement poses dangers from enemy troops that were not previously visible, this information will be hidden. This also applies to tactical attributes such as flanking or close combat. It does not matter whether visibility is restricted by terrain, fog, smoke or other factors.
This is supposed to make movements through fog or smoke more interesting and encourage cautious, short movements. Positions that can be seen by many enemy troops are generally more dangerous, but also give the player more information about the battlefield. The aim is to create a new strategic weighing of safety and information gain. NPC troops are subject to the same restrictions.
Graphical and Technical Improvements
As part of the integration of the fog effect, further adjustments were made:
The shader has been modified in such a way that the graphical outlines are now also influenced by the fog, which previously caused unwanted artifacts in the distance, especially at low resolutions.
Both screenshots in low resolution without anti-aliasing
The transitions to the skybox, especially in hot and sunny weather, have been optimized, which overall leads to a more beautiful appearance in the depths. This has also prompted us to tilt the camera up a little during the battle so that it can now see further into the distance.
The last dev diary was about the effects of artillery fire and the resulting smoke as a tactical challenge in the upcoming Gas Update 0.9. Now we can present another way in which obscuring visibility can affect gameplay: smoke grenades
Smoke Grenades in the First World War
On the German side, production of the Nebelbombe Typ N (literal translation: Fog Bomb Type N) did not begin until 1917, while the French had used smoke grenades before then, but in the form of hand grenades for infantry they were quite rare. Due to the similarity in development to gas and smoke and the tactical component in the game, we still wanted to introduce them with this update. Up until 1917, they can only be found occasionally on the battlefield or on French soldiers.
Use of Smoke Grenades
Soldiers can actively throw smoke grenades during an advance or retreat. When doing so, they try to place the grenades with the aim of obscuring the largest possible fields of vision. Smoke grenades produce a grayish-white smoke and are similar in effect to the smoke from artillery strikes. The emitted smoke disappears after two turns.
Kohn places the smoke grenade as a barrier to the French troop
Equipment Changes
With the introduction of smoke grenades, we have also adjusted our general equipment system. Previously, ammunition, bandages and hand grenades were set to a fixed value at the start of a battle. With the upcoming update, equipment that is won will be retained throughout the entire game and the troop will receive additional equipment from Feldintendant Hennek at the end of each camp phase. The amount can depend on various factors, such as the supply situation or your standing with your superiors.
... or if you hoard far too much ammunition ...
With the upcoming Gas Update 0.9, there will be new tactical challenges in battle that restrict visibility and movement. These new features are primarily intended to provide more depth and more dynamic gameplay in battle.
Today we would like to take a closer look at one of these new features:
Fires caused by artillery strikes
Artillery is already a relentless threat on the battlefield. With version 0.9, it will be expanded by one more dimension: As soon as an artillery salvo hits the battlefield, there is now a chance that areas will be ignited by the detonations. These (smaller) fires then produce dense smoke that spreads across the terrain depending on the wind direction. After a random number of turns, the fires extinguish themselves.
Restricted visibility due to smoke
The emerging smoke blocks the lines of sight, obscuring troops at a certain distance behind it. They can then no longer be suppressed or focussed in any other way. Fire on sight is still possible, but the chance to hit is greatly reduced.
Comparison of the fields of vision of the French and German troop.
Impassable positions
A burning position is also impassable for a certain period of time. Especially in narrow trenches, this can mean that certain routes are blocked or that favoured positions with good cover can no longer be used.
The position further ahead would have been passable under normal circumstances.
In early January, we started working on the Gas Update 0.9. The first thing we did was to revise the save system in response to numerous requests from the community. We would like to present the changes to the save games that will come with the 0.9 update in a few months today.
Saving After Every Turn
From the beginning of development many years ago until today, All Quiet in the Trenches has undergone many changes. The decision to only save at the beginning of a level was made at a point when the playing time of a single level was still considerably shorter. This system was easy to implement and served its purpose well at the time.
This system became increasingly impractical the longer a single level took to play. This revision of the save system has therefore been on our to-do list since the beginning of Early Access. Due to the many requests from the community to adjust the save system, we felt it was important to address this now.
With the 0.9 update, the game will save at the beginning of each turn. While saves at the beginning of each level will remain permanently, there will be a certain number of save slots (currently 10, but there may be an option to set this in the settings) per game for turn-based saves.
Revision of the User Interface
The most important changes to the UI are as follows:
A thumbnail for the game is created when saving, which improves the overview and identification of the individual saved games. The active soldiers are displayed as icons. The saves for each playthrough are grouped together to provide better structure in the window, and the key information has been restructured.
Further Changes
Due to the aforementioned changes, it will no longer be possible to open older saves from version 0.8 and earlier.
However, the system revision will also bring other improvements: the size of the individual save games has been reduced somewhat, whilst the performance when loading the information has been significantly improved. This has eliminated the lag when opening the window.
One year ago today, we released All Quiet in the Trenches in Early Access. It has been a very exciting year for us, with difficult moments but also many wonderful experiences. Thank you for accompanying and supporting us on this journey.
During this time, we have concentrated our updates on the trenches and the battle. The upcoming update aims to focus on the gas war and extend the playable time to the spring of 1917. We then plan to look more closely at the soldiers, the military hospital and the French civilian population before tackling the final year of the war. You can find a detailed list of all previous and planned future updates here: https://totallynotaliens.com/aqitt#roadmap
Your feedback and your opinions have repeatedly given us new insights and perspectives on our game over the past year. We are happy and grateful to have found such a thoughtful and pleasant community in you.
We are looking forward to the coming year, which will continue to be dedicated to our Early Access, and wish you many exciting and memorable experiences with All Quiet in the Trenches!
Your Totally Not Aliens team!
With the update to version 0.8.4, we are releasing a few new features in addition to some bug fixes.
In addition to a new offensive level and two Christmas stories, there are also new settings for a new game. We have split Hard Mode into smaller modes, added a few new modifications and made balancing changes.
It is now possible to select only some of the Hard Mode options. If you select all Hard Mode sub-options, the game will be slightly more difficult than before.
Game saves from version 0.8.3 should be compatible with the new update, but the new stories can only occur in a new game. If you still encounter errors, you can switch back to version 0.8.3 at any time via the Steam beta.
And here are the full patch notes for 0.8.4:
Features:
Bugfixes:
Bugfixes:
It's time for the first patch, in which we've fixed a few things you've sent us! Bugfixes:
The time has come! The Machine Gun Update 0.8 has now been released.
The core features of this update are:
Some things to be aware of:
1. Saves from version 0.7.x will no longer work. However, we will continue to make version 0.7.8 available on the Steam Beta Branch for some time.
2. Please note that due to the random selection of some battle levels, it is possible to have a playthrough without specific machine gun logics.
3. Last but not least: As we won't start development on the 0.9 update until next year, we're planning a few more improvements over the next few days in addition to the usual bug fixes.
And here is the list of the full patchnotes:
Only a few days left until the release of version 0.8! Today we would like to give you an overview of further improvements that will come with the new update.
Moods
With the new update, we are introducing moods that soldiers can obtain at various points in the game. They replace the previous attributes Positive Events and Negative Events.
Of course, we made sure that there are more negative moods than positive ones!
From left to right:
- Disappointed
- Upset
- Resentful
- Nauseated
- Shaken
- Dejected
- Determined
- Grateful
- Belonging
- Relieved
Moods change morale and remain for a certain period of time until they disappear naturally. A soldier can have several moods.
Expanded map
We have focussed on expanding the south-western area of the map, but also made some minor changes to the existing locations. We have also defined three placeable machine gun locations for Constructions.
Stories
We have added a few new stories that can appear in the diary. The focus of this update was on dealing with the death of soldiers.
Karrsbruck's feedback
Some changes have been made to Lieutenant Karrsbruck's feedback after a battle. There are new situations and the previous situations have been slightly adapted. In general, it is now more about how you behave in the battle and less about whether the battle was won or lost (although this remains the main criteria!).
Visuals
Blood spatter from a wound can occur and wounded soldiers will have blood on their uniform.
Soldiers are startled, e.g. by an artillery strike.
More
Further improvements are coming with the update:
- Improved positioning in an area (should reduce the likelihood of multiple soldiers getting in each other's way)
- Notification of soldiers when they have wounded an enemy or are suppressed
- Some smaller ones, which we will then publish in the patch notes
The time has come! We can announce a release date for the Machine Gun update 0.8. It will be the 12th of December 2024. In addition, we plan not only to release bug fixes but also other minor improvements in the subsequent days before we start developing version 0.9 next year. Among other things, these patches will include more starting options, in which individual components of the hardcore mode can be selected (e.g. more exhaustion per soldier, no ammunition from French soldiers, etc.).
Hello everyone!
Version 0.8 is almost here and we would like to give you a few insights into the new gameplay with machine guns. If you haven't seen the last dev diary with the graphics yet, you can watch the showcase again here:
[previewyoutube=F4IPKXhAE3I;full]All Quiet in the Trenches - MG08 Showcase for Update 0.8[/previewyoutube]
For the Machine Gun Update, we have focused on the MG08, which was already in use on the German side at the beginning of the First World War. So when we talk about MG in the following, we are referring to the gameplay with the MG08. If other types of machine guns are integrated in future updates, it is of course possible that they will have different modes of operation.
The MG has a longer range and a limited firing radius.
When you click on a firing machine gun troop, the range is indicated by a cone of light. This does not necessarily mean that every area is affected by MG fire. As with rifle fire, all areas are tested beforehand with raycasts to see whether they can be hit at all from the respective position and it is calculated how good the cover is. If an area is completely behind a hill, for example, it is not visible to the machine gun. Each area that is under machine gun fire is therefore also marked accordingly.
MG suppresses all troops in the cone simultaneously.
The logic is similar to the existing suppression system, except that all troops in range are suppressed simultaneously. This means that these troops cannot shoot or throw grenades. Furthermore, it is not possible to shoot back against MG suppression. So theres only one choice: persevere or flee?
Movement under machine gun fire is dangerous.
Here we were able to fall back on our existing Overwatch system. Depending on the terrain, movement distance, etc., the system simulates how dangerous the corresponding movement is.
Persevering under machine gun fire increases soldiers' stress.
Continuous machine-gun fire demoralises the affected soldiers. The stress increase under machine gun fire is therefore very high. Poor cover can also be fatal.
Machine guns must be reloaded.
Machine guns can fire for several turns. They then take a complete turn to be reloaded. This can be the moment to flee the danger zone.
Machine guns can be repositioned.
When balancing, we realised that all these brutal effects are useless if you simply stay out of range of the machine gun. The possible angle of rotation of the gun on the mount is limited by the mount, so we built in the ability to slightly move a machine gun in the same area. This is not possible at every position and the possible positions are predefined. Such an action also takes an entire game turn.
Machine guns can also be used by your own troop.
In the First World War, there were specially trained machine gun troops. However, in situations where your own troops occupy a machine gun position, we thought it would be useful to at least allow interaction with it.
We therefore decided that firing with a machine gun is allowed for non-specialised troops, but is associated with greater obstacles. This makes firing much less effective and can lead to jamming, for example, which has to be fixed.
New levels have been designed.
New levels have been designed for battles with the MG, which can occur randomly after the introduction is completed and are primarily centred around MG positions. We have slightly increased the chance of these new levels for update 0.8 and will lower it again with update 0.9. This means that although it is unlikely, you may not run into a battle centred around machine guns in a playthrough until home leave.
Hello everyone! Today we would like to show you the graphics, animations and particle effects of the machine gun that will come with the Machine Gun Update 0.8 (planned for early December). The machine gun is modelled after the heavy MG 08. For the gameplay in the early years of the war, we wanted a stationary machine gun, which most closely resembles the weaponry used by the Germans, since the light MG 08/15 was not distributed until 1917. A stationary machine gun also has the advantage of creating more points of interest in the gameplay. The MG 08, which weighed over 60 kg (133 lbs) with cooling water and mount and was therefore too heavy for its infantry to follow on foot, was well suited for these purposes. We plan to tell you more about the gameplay in another Dev Diary. In this Dev Diary, we want to give you a brief impression and have therefore put together a video: [previewyoutube=F4IPKXhAE3I;full]All Quiet in the Trenches - MG08 Showcase for Update 0.8[/previewyoutube]
106 years ago today, on November 11, 1918, the Armistice of Compigne was signed in the early morning hours, which silenced the guns a few hours later, at 11 o'clock, and heralded the end of the First World War. This was preceded by more than four years of endless bloodshed.
In some countries, such as the United States, France, Belgium and many Commonwealth countries, today is a special day of remembrance for the fallen of the First World War.
In Germany, today is not a national day of remembrance, but November 17th is this year's Volkstrauertag ('people's mourning day'), which is intended to remember the victims of violence and war of all nations.
This day is also a special one for us personally. We started developing All Quiet in the Trenches about seven years ago. It was supposed to be a small, short game about the First World War that we wanted to release on November 11, 2018. 100 years after the end of the First World War.
However, after the first prototypes and playtests, we realized that we wanted to delve deeper into the subject matter, both narratively and mechanically, and give the game more time and space to develop in order to do justice to the complex issues and their impact on all involved. So it has been with us for many years now and will continue to be so for years to come.
Nevertheless: Without the original idea of making a game for the 100th anniversary of the end of the First World War, All Quiet in the Trenches would probably never have existed.
We plan to release the next major update at the beginning of December.
Hello everyone!
For version 0.8, we have made changes to the cutscenes in the battle. The new system offers us new possibilities for further features and for balancing the levels. The new cutscenes are generally completed faster and can also be skipped once the NPC troop calculation is complete.
What has been changed?
The situation is as follows: Troop I moves from A to B. Troop II then throws a hand grenade at the new position B, causing a soldier from Troop I to flee to position C. Troop III then moves to position C and captures this soldier. The calculations for the NPC troops are turn-based, so all this happens in a single cutscene.
Due to the way the individual events were linked, the NPC troops' calculations were previously paused in certain situations (e.g. when a hand grenade was thrown and a soldier's position changed) until the in-game display caught up. This was the easiest way for us to implement and didn't pose a problem prior to version 0.7, as such links occurred very rarely. However, with the introduction of melee combat and the revision of the grenade mechanic, the cutscenes sometimes became very long, which is why we decided to write a completely new system for them.
With the new system, the display is completely decoupled from the logic. Actions, movements, injuries and other value changes now take place in the background. All these things are then forwarded to a system that progressively processes the actions in the display.
This not only results in a better and clearer code structure, but also makes it possible to skip the cutscene once the calculations are complete. Furthermore, the cutscenes are also faster because events that occur independently of each other are played in parallel.
The gear symbol in the bottom right corner indicates that calculations are still being carried out. If it is no longer displayed, the cutscene can be skipped by pressing the ESC key.
The new system also offers us further possibilities:
Previously, if a soldier was wounded by a rifle shot, we had no proper display for this in order to avoid further chaining and thus slowing down the time between rounds. So far, the soldier has walked to his target position and played his wounding animation there. We have found that this automatically led to the effectiveness of, for example, overwatch being rated as too low, because it was often not clear what exactly the consequences were. With the new system, we can now better depict such moments.
From version 0.8 onwards, rifle shots will be assigned directly to a specific soldier and displayed accordingly.
Furthermore, the new system now allows us to do a text-based simulation of a battle in the engine to better balance the individual levels. This involves replacing the player group with a NPC troop and running through a level multiple times at the push of a button. This allows us to see which levels have one-sided odds and adjust them again.
The rework of the cutscenes was not originally planned for 0.8, but arose from the frequently expressed feedback to be able to skip cutscenes. We are looking forward to your feedback on the new system!
Bugfixes:
Hello everyone! Work on the Machine Gun update has been underway for a while now. Today we would like to introduce you to a feature that will be added with version 0.8: It will be possible to obtain equipment from dead, wounded or captured soldiers.
Bugfixes:
We have got an increasing number of reports in the last few days that the game can get stuck in the cutscenes during the battle. As the 0.8 update will take a while longer, we wanted to release a quick fix for this. As always: Thank you for your reports! Improvements:
Unless something goes wrong, this will be the last minor patch before we start working on the Machine Gun update. As always, thank you very much for your feedback and bug reports! Improvements:
Unfortunately, a bug has crept in that we wanted to fix as quickly as possible. Bugfixes:
We will be exhibiting All Quiet in the Trenches at the Indie Arena at Gamescom from next week. So with 0.7.3, we are now bringing a few improvements to the battle, as well as the first two tutorial levels, in addition to further bug fixes. We wish you a continued good experience! Improvements / Changes:
The second patch for 0.7 comes with even more bug fixes. Many thanks for the detailed reports you send us! Bugfixes:
We're happy to announce that our second major update is now available!
It focusses on the battle phase in the game and has the following core features:
If you would like to find out more about the individual features, you can take a look at our Dev Diaries, which we published in advance:
Dev Diary - Changes in the battle
Dev Diary - Melee combat and grenade reworks
Dev Diary - Visual improvements in battle
And here is the list of the full patchnotes:
Features:
Hello everyone! In today's Dev Diary we write about the visual features that shall come with version 0.7. We plan to release the 0.7 Battle Update on Wednesday, 31 July.
Hello everyone! We are nearing the end of the development phase for the Battle Update. We're doing our best to release it by the end of this month. But before that, we'd like to introduce you to a few selected changes we've been working on over the last few weeks:
Hello everyone! Over the last few months, we have made a number of changes to the battle based on your feedback. Today, we would like to give you a few details about the upcoming changes that will be released with the 0.7 Battle Update. All Quiet in the Trenches is a game that is somewhere between strategy, role-playing and simulation. We want to retain the simulative aspect, especially in the battle, because we believe that it is better suited to creating in-depth experiences. However, we also found that the previous approach was perhaps a little too simulative, lacking transparency and with too little opportunity for direct influence. We have tried to restructure the battle phase so that the player has more influence on what happens, the effects are more direct, but we have still retained the previous feel and the simulation aspect.
Hello everyone! The Games Baked in Germany Event is now taking place and All Quiet in the Trenches is there with a 10% discount! Take a look and don't miss out on the great, exciting variety of other games developed in Germany. We are planning to release the next update of All Quiet in the Trenches in July. We'll tell you more about it this weekend in the next Dev Diary :)
Hello everyone! It's been a little over a month since the Trench Update and we can tell you that the next update will be for the Battle Phase! We have a lot of features and changes planned, which we will tell you about in the Dev Diaries in the near future. But first something personal: We are a small, familial dev team. Jenny and Carola are siblings, Alex is Jenny's partner and Julian is a good friend of ours. When tragic things happen, it affects us all in some way. Unfortunately, something like this happened a few weeks ago and someone very close to us passed away unexpectedly and far too young. This has hit us all hard and made it very difficult to work over the last few weeks. We all needed time to come to terms with it. And now that most of us are back to work, we realise how much pressure we are under to release a new update as soon as possible. As there was a lot of content planned for the Battle Update (more work than the Trench Update), we're going to split it into two parts to take some of the pressure off our shoulders. We plan to split the update as follows: 0.7 Battle Update The new battle update is planned to essentially include major changes to the game design of the battle phase, some new animations, adjustments to the NPC troop logic and more detailed tooltips. Many of the changes are based on your feedback and are intended to make the battle phase more comprehensible and direct. 0.8 Machine Gun Update The outsourced part of the Battle Update is planned to be be moved to the Machine Gun Update. This is planned to add the machine gun, an expanded map, new levels, events and stories to the battle phase. All other updates in the roadmap will then move up one step. We have also adjusted this in our roadmap. To help us with the stories, Marie is also joining our team and will take over some of the writing from now on. She was previously on board for a short time as part of her studies and we are delighted to have her back. We hope you can understand our decision and wish you many more interesting experiences with All Quiet in the Trenches.
Second round of bugfixes! Bugfixes:
Hotfixes for the new update that address the most common bugs, that were reported to us. Bugfixes:
Two and a half month after our initial release we can announce that our first major update is now available!
It focusses on the trench phase in the game and has the following core features:
If you would like to find out more about the individual features, you can take a look at our Dev Diaries, which we published in advance:
Dev Diary - Constructions
Dev Diary - Improving the Trench Phase
And here is the list of the full patchnotes:
Features:
Hello everyone! Today the #TurnBasedThursdayFest on Steam begins. We're taking part and giving a 10 % discount on All Quiet in the Trenches. Feel free to also check out the many other fantastic games at the fest! On this occassion, we're releasing our first major update later today: the Trench update 0.6!
Hello again, in today's Dev Diary, we would like to take a closer look at the additional changes that will be coming with the next update.
In today's Dev Diary, we would like to take a closer look at the "Construction" feature that will be coming with Trench Update 0.6.
An important aspect that we would like to expand in the gameplay is the ability to complete optional tasks that not only have a direct impact, but also a potential long-term change. In our initial release version in the tutorial, there was already an option to rebuild a destroyed position. A feature that we did not take up again afterwards... Until now!
"Constructions" are individual areas in the trench, such as defences, barbed wire or ladders. During the trench phase, certain positions may be destroyed by artillery. This may mean that defensive positions in the battle can no longer be manned, that certain routes in the trench become impassable or that the enemy has an opening into the trenches. These areas can then be repaired by your troops.
In addition, some new, defined areas of the trench can be optionally extended. Ladders enable further retreat options, barbed wire directly in front of the trench prevents rapid infiltration. If sufficient capacity is available, new positions can even be built.
We have therefore decided to install new camera zones in the trench phase. This provides a better overview of the trench. The optional projects can be added from there in the left-hand bar.
We first want to see how this feature is received. With the release of 0.6 there will therefore be 35 "Constructions" for the time being.
We have also added 2 new trench levels. These are not only a visual component, but also have an influence on which "constructions" are possible. They also change the starting positions in the event of an enemy attack.
Two months have passed since our early access release version 0.5. Today we are happy to announce the next major update: Version 0.6 will be the "Trench Update" and will focus on the Trench Phase.
Attentive observers will know that this update was not previously included in the roadmap on our homepage. As indicated in our last post, the positive response to the game allows us to add further updates in addition to those already announced. We are very happy about this. The Trench Update is one of them!
With this small patch, we are fixing a few bugs that have been reported to us. We are still working hard on version 0.6 and expect to be ready to give you some news in the next few weeks! Improvements:
Hello everyone! We've started to work on 0.6.0! To ease the wait, we thought about giving everyone who has already played the game and wants to start a new playthrough the option of a new and harder experience. That's why we're introducing the new "Hard Mode (Experimental)", which can be selected when starting a new game. Why experimental? This mode includes some tweaks to the game's economy. We haven't done a lot of testing with this mode and we don't know if we'll keep it (in this form). So please feel free to give us your feedback when you've played it! This patch also includes some other improvements and bug fixes. You can see the complete changelog here: Features:
It's now been a week since we released All Quiet in the Trenches in Early Access. We'd like to briefly look back at how things went for us and look ahead at what's to come. In the last 7 days, almost 3500 people have bought the game and 90% of your ratings were positive. This is a great acchievement for us, especially since we are a very small indie studio - without a publisher and marketing budget. Thank you very much for your support and trust! It is not a given to buy a game in Early Access. Your constructive feedback also helps us a lot. It allows us to identify what is already working well and what we can potentially improve. We have created a roadmap in advance to help you assess what content we want to add to the game during Early Access: https://totallynotaliens.com/aqitt#roadmap This roadmap has deliberately been kept short so that we can hopefully implement everything in it, regardless of the game's future success. Based on current developments, it looks like we will be able to add a few additional points to the roadmap. We are very happy about that. So be prepared that a section may be added to the roadmap every now and then and that the order of other sections may therefore change. This should never result in something being cancelled, but only happen if it means more content can be added to the game. We are currently working on a small patch to version 0.5.5, after which we will focus on developing the first major update. This will take a few weeks. We will try to keep you regularly updated on our development. Until then, we hope you continue to have a good time with All Quiet in the Trenches and thank you for your support!
Small patch to version 0.5.4 This patch is a wild collection of smaller improvements, balance changes, and bug fixes that we have received from you. Thank you very much for that! Your savegames should remain intact with this patch. If for some reason this is not the case, you can find version 0.5.3 in the beta branch on Steam. (edit: there are some problems with soldier background dialogues and old savegames, also some of Elisabeth's newer texts might not appear, but nothing game-breaking) Improvements:
Small patch to version 0.5.3 Balancing:
Hello everyone, First of all, a huge thank you to everyone who supports us during the Early Access phase and the wonderful feedback we have received! We would like to correct a mistake on our part in this news. When we were asked by players months ago about the amount of time required for a playthrough, we had roughly estimated the playtime at 10 - 15 hours based on game tests by us developers and empirical values from the demo. Although we never put this estimate on the Steam shop page, we did state it in response to a few enquiries and finally included it in the FAQ on our homepage. The time needed for a playthrough of our game can vary considerably. One major factor is, of course, the different playing styles of the players. To further complicate matters, our strong focus on replayability means that, in addition to player decisions, many random factors also have a major influence on the number of events and stories, the difficulty and therefore also the playtime. Probably the main effect of this is that the phase changes in the game are determined by chance. This affects: - How many turns you stay in camp - Whether you are sent into battle or into the frontline trench - Whether there is an enemy attack during your time in the frontline trench Since a turn in camp takes 12 days, while in battle you need over 15 turns for a day, this has vastly different effects on the amount of time it takes to play. So what's the takeaway from this? There are actually players who have completed their playthrough after just over 2.5 hours. This is of course a huge difference to our initial assessment. We would like to correct this and apologise to all those who expected a longer minimum playtime for each playthrough. It was never our intention to make false promises! We hope that the Early Access version will still be a valuable, long-lasting experience for all players thanks to its high replayability.
Small patch to version 0.5.2
Small patch to version 0.5.1 We didn't think we'd need it, but here's a quick Day 1 hotfix patch.
The time has finally come: Our game All Quiet in the Trenches is now released in Early Access! [previewyoutube=mF16Xw-9K3w;full][/previewyoutube] We are excited about your feedback :)
The Early Access release of All Quiet in the Trenches is fast approaching. It'll launch the day after tomorrow, Wednesday 17th January 2024! We have published a roadmap on our homepage, showing the current state of development and our planned future updates. Feel free to take a look: https://totallynotaliens.com/aqitt#roadmap We're also planning to take down the demo on Wednesday morning. So if you haven't played it yet, now's your last chance :)
After the demo, we have spent the last few months focussing fully on the Early Access of our game All Quiet in the Trenches. [hr][/hr]
It's almost time: On 17 January, our game All Quiet in the Trenches will be released in Early Access. Therefore we've created a new trailer. Have fun :) [previewyoutube=mF16Xw-9K3w;full][/previewyoutube]
Another small patch to version 0.4.3! List of changes: - Fixed a possible "NullReferenceException" on some devices for formulas - Fixed being able to cancel Laundry project multiple times which could lead to an error - Fixed territory for "advancing over creek" not being placed correctly - Fixed some typos - Increased the negative consequences of mercy killing or failing to start the project Thanks for your feedback!
And again another small patch to version 0.4.2! List of changes: Balancing: - Soldiers will now recover from exhaustion slightly quicker when resting during camp phase - Added some more conditions for consequences when an inadequate soldier is being sent on the "Deliver message" project - "Dig graves" project now has an alleviating effect on "Hospital Capacity" for a few turns, instead of only instantly Bugfixes: - Fixed "Abstinent" soldiers getting no value changes at all from "Trip to the pub" project - Fixed "Assist in the hospital" project not being cancelled correctly - Changed "Assist in the hospital" project to allow any number of soldiers and Nurse Elisabeth asks for confirmation before adding the project - Fixed the intro story for the offensive battle displaying the outdated "Into the Trenches!" confirmation - Fixed Nurse Elisabeth reprimanding the player every time she's talked to, after not completing the "Latrine fatigue" project (now she will only say the text once per turn) - Fixed error that sometimes occured when leaving the trench in battle with only one soldier - Fixed camera transition in start screen not working - Fixed some bugs with getting wounded in mission - Fixed typos in Pedersen introduction Other: - Added a feedback popup when resetting the tutorial - Added a short "loading" message before a level ends - Changed VSync option standard to be on - A few more minor adjustments Thanks again for your feedback!
Hi everyone! Minor patch 0.4.1 for the demo build is now online. It contains several bugfixes, text issue fixes and some more minor adjustments. Thanks to everyone who reported their bugs to us! A list of all changes: - Fixed overlapping continue button in journal when several stories trigger at the same time - Fixed game getting stuck in mission when no soldier was left on the troops area - Fixed dialogue "Encourage comrades" not disappearing which could result into an error - Fixed error when dragging a soldier icon when using both left and right mouse clicks at the same time - Fixed an error sometimes occuring in a dialogue with a soldier who is giving first aid - Fixed some parts of the tutorial close button being blocked - Fixed naming of screen resolutions in options menu - Fixed sometimes resetting screen resolutions when going to options menu again - Fixed some grammar and punctuation mistakes in english translation - Added a small UI description for "relevant attributes" in projects - Changed demo ending to first turn of the battle (some players found the current ending too abrupt) - Limited base frame rate to 60 (your graphics card will now no longer explode :D) - Increased screen resolutions scroll bar sensitivity Thank you for playing and supporting All Quiet in the Trenches! :)
As of today, the demo of our game All Quiet in the Trenches is live at Steam Next Fest! Feel free to stop by until 16 October and play our free demo. You can expect about 30-45 minutes of gameplay in which you take on the role of an Unteroffizier - a sergeant - in World War I with responsibility over a handful of men. What you do won't change the war, but it will change the lives of you and your soldiers. In the demo you will learn the basics of the game in the trenches, in battle and behind the front lines. We'd love to hear your feedback on our demo on Discord or Steam. What did you like, what not so much, what sticks in your mind and what would you like to see in Early Access?
Our last few months have been all about our All Quiet in the Trenches demo for Steam Next Fest, which takes place next week from 9/10/2023 to 16/10/2023. Feel free to visit us here during this period and get the free demo. [hr][/hr]
It's already been a few years since we started developing All Quiet in the Trenches - the first game by our indie studio Totally Not Aliens. Now we are approaching the Early Access release with great strides. A free demo will be playable at the Steam Next Fest in October 2023. In the meantime, we will continue to work diligently on the game, will provide you with regular updates, and look forward to everyone joining us on our journey this year and beyond. [hr][/hr]
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