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Leaving EA on the 31 st of August. Get them game now before I change its price to 14.99usd !
Join us on Discord -> https://discord.gg/tavRA6W
Hi I'm Valentin, young French developer of 21 years old. I started this game in December 2019 from scratch after playing my first wargame for a couple of hours.
Working alone on it with my brother who's responsible for the art.
This game features :
  • Over 700 units
  • Customizable units (Rockets, bombs, drop tank, torpedo, trucks, half tracks, horses etc)
  • A rank and experience system for the units, and the player
  • Any country you want to play
  • A unit editor (Create or modify any unit you want)
  • A tile editor (create or modify any tile you want)
  • A country editor (Create any country you want)
  • A map editor allowing you to recreate any battle of your choice (up to 300 x 300 hexes and above if your PC can handle it)
  • A fully functional steam workshop to upload your work to, and download other's
  • An entire Europe map
  • An entire Pacific map
  • An entire Eastern front map
  • A campaign for major countries, with a core-unit system (Keeping units between scenarios)
  • A supply line mechanics (Optional)
  • Blowing up or repairing bridges mechanics
  • Diving / going to surface, and spotting mechanics with submarines
  • Retreat, surrender, capture mechanics
  • A morale mechanics (Optional)
  • A season mechanics + weather mechanics (Optional)
  • No time limit to complete scenarios if you don't want to
  • Daily, or almost updates
  • A complete guide on Steam + official tutorials on youtube
  • A cool developper :))
Operation Citadel isn't just about the eastern front, and even less just about one battle. To be honest, all good names were taken and I could not think of one.
If you have a better idea, I would be happy to hear it, send me an email or drop by our discord !
The game should run just fine on pretty much anything. If not, you'll get a refund, but let me know so I actualize the requirements !
If you have any suggestion, critic to make, send an email or leave a message on the discord, or open a topic in the forum. You will ALWAYS be answered to.
And last but not least, if you like the game and want to support me, leave a positive / constructive review here on Steam, share the game with your friends, knock yourself out !
Operation Citadel
Valentin LievreDeveloper
Valentin LievrePublisher
2020-03-05Release
🎹🖱️ Keyboard + Mouse
Overwhelmingly Positive (704 reviews)
Public Linux Depots:
  • Operation Citadel Depot : Linux [1.65 G]
7.7.37

ADDED

\n
    \n
  • New file inside mod folders: Manifest.json. With the rework of the mod manager UI, some information relative to the mod can now be seen (author, mod version, description of the mod, dependencies, etc). I would like to invite all modders to update their mod with the new file (new file is automatically added to any mod whenever you open the Mods Manager UI menu).\n
  • New unit property for the Units editor: Exclude unit. This is a BOOL (true/false) which basically excludes any unit tagged with the flag from the game, you can use this to \'remove\' base game units (and the reason why it was added).\n
  • New unit property for the Units editor: Move or Attack. This is a BOOL (true/false) which when applied will prevent the unit to both move AND attack during its turn.\n
\n\n

CHANGED

\n
    \n
  • Modding menu UI. Clearer and simpler to use.\n
  • Mods loading order are now exactly as shown on the new modding UI menu, mods will be loaded from top to bottom.\n
  • AI units marked as scenario victory condition (must be killed in order to win the scenario) now are going to flee away from enemy units. As an example, the battle of Midway or the Coral sea had such victory conditions, the carriers will no longer rush into the enemy fleet, but flee instead.\n
  • Store menu no longer resets after closing it and reopening it (your basket will be kept intact).\n
  • Mods thumbnail template has been updated.\n
  • Quicksaves naming convention, clearer and more informative now.\n
  • Reworked the stats of all artillery (towed) with 15 and less damage.\n
  • Artillery with 15 damage and above or 3 range and above are now considered as heavy and have the \'move or attack\' mechanic.\n
  • Heavy artillery (20+ damage) will now remove 2 entrenchment level when attacking.\n
  • VERY heavy artillery (30+ damage) will now remove 3 entrenchment level when attacking.\n
  • Reworked codebase to allow for future in-depth modding support.\n
\n\n

FIXED

\n
    \n
  • Cavalry had wrong localized name for Napoleonic Wars mod.\n
  • Operation Uranus (Allied campaign scenario) had no victory conditions.\n
  • UI scaling issue with the end of turn summary.\n
  • UI scaling issue with save/load menus.\n
  • Removed annoying Aleutian islands major victory points on Pacific 1941. As a result, I will have to reset the Steam leaderboard for that specific scenario as this will change the victory quite a lot.\n
  • In very specific situations, the AI would skip some of its units (if a unit died during its own turn and another one was playing before, that next unit would be skipped).\n
  • Strategic bombers with the recon property would be shown as possible to bomb a tile even though they are not capable of such an action.\n
  • Patrol boats would be shown possible to move through some enemy-controlled VP even though when clicking it would result in the unit not moving and wasting its movement action.\n
  • AI would have issues with its vision through FOW around its VPs when playing with \'stricter FOW\' setting ON.\n
  • Bombing a tile with a strategic bomber did not disable the \'undo\' feature.\n

[ 2025-07-22 17:28:01 CET ] [Original Post]

Minimum Setup

  • OS: Im not sure
  • Processor: i3 or higherMemory: 1500 MB RAM
  • Memory: 1500 MB RAM
  • Graphics: 512Mb
  • Storage: 1700 MB available space

Recommended Setup

  • OS: Im not sure
  • Processor: i3 or higher
  • Graphics: 512Mb
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