Playing now
—First samples arriving
All-time peak
—Tracking since the first sample
Playing now
—First samples arriving
All-time peak
—Tracking since the first sample
Basis: 40 storefronts polled 17 Sep 2026; closures are read daily from the app’s own Steam news feed with the sentence the date came from; a store page counts as removed only after two polls 24 hours apart both fail. Playable after is a reading of the store’s categories and detected online services, not a promise about the game. Data by SteamPeaks.com.
| Language | Interface | Full audio | Subtitles |
|---|---|---|---|
| English | — |
Ticks are the store page’s own language box, read 24 Sep 2026, with the PICS list standing in where the box has not been read. Demand is Steam’s per-language review totals: reviews written in a language, never players. Changes come from the store-field ledger, which began on 3 Sep 2026; none on record for this game yet. Data by SteamPeaks.com.
“Not sold” is the storefront’s own answer on the last poll; nothing is inferred from a missing price. 40 storefronts polled 17 Sep 2026. A date is the moment the answer flipped between two polls; “since the first poll” means it was already withheld when polling began, and no earlier claim is made. Data by SteamPeaks.com.
“The game will be in Early Access for at least a year, but much depends on how the pre-release stage goes. This is my development timeline for the next year: -- Q4 2026 -- 1. Marketing campaign during private Beta test of the game's demo. 2. Bug fixing and feedback. Build Steam presence. 3. Update and improve tutorial. 4. Implement the remaining supply requisition unlocks and purchases, including their effects on camp conditions and any build crew animations logic. 5. Make more influence unlocks available beyond the switchboard (implement their effects). 6. Expand Operations function to include maintenance and repair crews. 7. Start to implement nurse Work Details and make Head Nurse contributions more meaningful during incoming Wounded. 8. Test existing logic surrounding stress relief activities such as fishing, drinking and smoking, including their effects on stamina and on skills, and enable all characters to potentially drink or smoke. 9. Add one or more stress relief activities for all to engage in (darts, horseshoes, playing catch, shooting hoops, cards...). 10. Fine-tuning of lighting and post-processing effects (ongoing). 11. More varied batch composition with regard to how the Wounded are brought in and when, including logic for multiple vehicles of the same type to be present at the same time. -- Q1 2027 -- 1. Optimization based on tester feedback. 2. May have to perform workarounds for dynamic particle-driven clouds, or replace them completely with a more conventional approach before continuing to build the weather and seasons. 3. Last fixes to the tutorial and feedback-based improvements to the game demo version. Then, release the demo. 4. Logging and analyzing data from the in-game player feedback questionnaire. 5. Keeping the office feedback book updated. Keeping the tutorial and loading screen tips updated with new function descriptions. 6. Integrate all Influence unlocks and their effects, plus the effects of Supply requisitions and Mess quality, into the stress/stamina dynamic by mapping their effects to regions of the camp or by linking them to existing camp behavior. Begin balancing their pull on Morale and the resulting Efficiency Rating. 7. Implement more control over patient survival after initial surgery through player decisions and post-op staff performance. 8. TBD based on development progress and market interest. Possible Steam NextFest and Early Access release timeframe. -- Q2 2027 -- 1. Continue optimization and bug fixing based on player feedback. 2. Implement more events to be scheduled on the Weekly Planner (Mess events, movie showings, staff meetings). 3. Continue tying effects of Operations performance into camp conditions, so that elements deteriorate from weather and usage, and so the effects are evident and meaningful. 4. Start to implement some camp policies (Open Mess, Open Comms, Closed Camp, Blackout...). 5. Make the war threat real with sniper and artillery attacks. 6. Add more life to the surrounding world, including vendors, artisans, a black market, orphans, visitors, and neighboring army units. 7. TBD based on development progress and market interest. Possible Steam NextFest and Early Access release timeframe. -- Q3 2027 -- 1. Introduce Traits and Affinities. 2. TBD based on development progress and market interest. Possible Steam NextFest and Early Access release timeframe. -- Q4 2027 -- TBD based on development progress and market interest. Possible Steam NextFest and Early Access release timeframe.”The developer’s answer to “Approximately how long will this game be in Early Access?” on the store page, read 24 Sep 2026.
The store lists Early Access but still says coming soon, so the clock has not started.
Basis: Early Access from the store’s genres; the entry date from the catalogue ledger or, for a game that launched into Early Access, the release date the store prints; the promise from the store page’s own questionnaire, word for word. Only ranges and single figures are compared with the clock. Data by SteamPeaks.com.
The ledger starts 3 Sep 2026; changes before that day are not claimed. Each row keeps the old and new wording as the store printed it, or the bare day PICS reported, and the slip when both sides are dates. Data by SteamPeaks.com.