On The Western Front
Playing now
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0.0%of peak
All-time peak
410 Sep 2026
Playing now
0−1 vs. yesterday
All-time peak
410 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| In-game event | Update - Oct. 6 Hi all, Fixed a few more bugs that had been reported in the discussion forums. Bugfixes/Changes: · Fixed issue in which animated sprites would not appear in-game until the game timer was started and units started performing assigned actions. · Increased audio channels to reduce audio tearing when attacking with many units. · Fixed issue in which units would retain their "Seen by Enemy" status e… | — | |
| In-game event | Hotfix - Aug. 26 Hi all, A much needed hotfix, as this patch fixes a crash bug that is relatively easy to recreate under the right circumstances. I also relaxed the restrictions on tiles for Watch Duty orders, since artillery can be set to Watch Duty now. Bugfixes/Changes: · Fixed crash that can happen when units are scheduled to multiple simultaneous scheduled orders. · Reduced restrictions on tiles that can b… | — | |
| In-game event | Update - August 16 Hi all, Thank you all for the interest and support over the past week. I've received some valuable feedback, so I've gone and fixed a few bugs and added some quality-of-life updates. I really appreciate everyone who gave the game a try, or maybe returned to it after supporting it in Early Access. Bugfixes/Changes: · Fixed buttons being overlapped when viewing the detailed Units list instead of… | — | |
| Steam news | 1.0 Release Hi all, Nothing new this week, since there were no critical or game-breaking bugs in the previous build. Since I've more or less added everything I had planned to add in to the game at the start of this project - and then some - this means that the July 27 build will now serve as the official 1.0 release. For the next two weeks, On The Western Front will be at an all-time high release discount… | — | |
| In-game event | Update - July 27 Hi all, Fairly small update this time, just spent this update tweaking some AI and adjusting balance a bit. Also managed to address some issues that were brought up in the discussion forums, thank you all for the continued feedback! This will hopefully be the last update before 1.0 release, unless there's some kind of critical issue. But barring unforeseen circumstances, the tentative August 8… | — | |
| In-game event | Update - June 23 Hi all, Fairly small update this time, just spent this update tweaking some AI and adjusting balance a bit. Bugfixes/Changes: · Fixed bug in which wire tiles weren't transferring ownership after a successful offensive. · Fixed bug in which communication trenches marked for construction after successful offensives weren't being resumed by the AI. · Machine gun units are more proactive about plac… | — | |
| In-game event | Update - May 25 Hi all, An update focused entirely on bugfixes and quality of life updates. The main one is turning Add Supplies orders to AOE orders by default, instead of only when the current tile is fully supplied. Having supply and medical units run back and forth is an idea that sounds good on paper, but doesn't translate too well in practice. I'm hoping that this helps manage logistics a bit better even… | — | |
| In-game event | Update - April 24 Hi all, This update is mostly focused on quality of life issues brought on by recent additions. Namely, I've added the ability to select multiple scheduled orders at a time in the Scheduled Order subscreen so as to make it easier to add orders to groups. I've also added the ability to limit certain delegated orders to certain areas of interest, in case you want more control over where your staf… | — | |
| In-game event | Update - March 18 Hi all, Some fairly large changes in this update, mostly revolving around Scheduled Orders. The Scheduled Orders subscreen has been reworked to allow for several new features. First of all is the ability to group scheduled orders together. This allows you to view groups of orders at a time instead of having to constantly scroll through the entire list of orders. You can now also view scheduled… | — | |
| In-game event | Update - Feb. 15 Hi all, A fairly small update, addressing some important issues. I've also reworked the Attack Area orders (and their corresponding scheduled orders). When issuing Attack/Suppress Area orders, you can now hold and drag the right-click button to create an area to suppress. The units selected will select random tiles within the area to attack each tick, although they will not move to attack tiles… | — | |
| In-game event | Update - January 31 Hi all, Did some further work addressing some feedback in the forums, as well as tracking down and fixing some bugs I ran into myself when playtesting. Most notably, I've exposed some of the underlying base numbers of each unit for those of you who are interested in how the game is balanced. One notable omission, however, is in defensive numbers. The reason is due to the fact that defensive num… | — | |
| In-game event | Update - Jan. 12 Hi all, Got some good playtesting in over the holidays, so this update focuses primarily on bugfixes. I focused quite a bit on cleaning up some of the logic around offensives and tile ownership, as the previous system was wildly inconsistent at times. Feel free to ask anything in the discussion forums for clarity, it all helps me out a ton. Bugfixes/Changes: · Fixed bug in which some units were… | — | |
| In-game event | Hotfix - Dec. 23 Hi all, There were a few bugs that went under the radar while I was working on the last update, so I've uploaded a hotfix since they were actively harming peoples' playing experience. I apologize for any inconvenience. Bugfixes/Changes: · Infantry units of all types can now suppress entrenched enemies without having to be in the same trench. Previously such units would only attack with a clear… | — | |
| In-game event | Update - Dec. 19 Hi all, Some more gameplay and AI updates, as well as some quality of life updates. The most notable change is the addition of a new option when delegating tasks to your Operations officer, which lets you dictate how aggressive units will be when helping out nearby friendly units. The trade-off of large distances is that your units will be pulled out of position more easily. I've also disabled… | — | |
| In-game event | Update - December 1 Hi all, One last feature before I focus entirely on optimization and AI improvements. Following on from the last update in which I added Workshop support, you can now upload and download localization files using the Workshop API in the Settings screen. Whatever localization file you currently have loaded in can be uploaded directly. Other than that, I've made a few AI improvements. The main rea… | — | |
| In-game event | Update - November 24 Hi all, I lied after the last update. I had one more major feature to add, which I've done in this update. There is now the option to upload and download custom maps using the Steam Workshop API. Note that this isn't full workshop support, just the ability to upload and download maps in-game. Uploading happens in the map editor itself, via the pause menu when you go to save the map you're worki… | — | |
| In-game event | Update - Nov. 11 Hi all, Mostly spent this update hunting down some rare crash issues that would rear their ugly heads after long playthroughs with lots of changes and offensives happening. I also noticed a few quality of life issues and minor bugs that I was able to fix. The main quality of life update I've added was the ability to use ESC to cancel pending orders without de-selecting all selected units immedi… | — | |
| In-game event | Update - October 14 Hi all, Based on feedback from the forums, I've tweaked the balance and logic of the mass offensives mechanic. Optimizations in the previous update broke them a bit. During mass offensives, simply running over a contested trench line tile should suffice to flip ownership of it unless an enemy unit is occupying the tile. Prior to this update, only tiles stopped on were being flipped. I've also t… | — | |
| In-game event | Update - Oct. 1 Hi all, This update mostly consists of AI tweaks and bugfixes. The main improvement is in the behaviour of the Administration officer. Previously, the automatic unit rotation logic was a bit aggressive, causing units to constantly shuffle in and out of lines. I adjusted the decision-making logic for this aspect of the game a bit, so that this sort of "thrashing" should no longer occur. I've als… | — | |
| In-game event | Update - August 29 Hi all, Mostly just AI and quality of life updates this time round. The most notable change is the addition of an Activity Log popup. It's essentially the same as the sortable list mode of the Order of Battle screen, but this time it lists units by their current task rather than any particular attribute. This way you can see at a glance what your units are doing without having to open up the Or… | — | |
| In-game event | Update - July 31 Hi all, Some fairly notable changes in this update, mostly gleaned from the discussion forums. Thank you all so much for continuing to make suggestions to improve the game, it is much appreciated. The most noticeable change is that a new popup appears when issuing Rest, Watch Duty, or Drill orders. This allows you to assign units to prioritized tiles within a selected area via Areas of Interest… | — | |
| In-game event | Update - July 4 Hi all, Happy 4th of July! Some fairly notable bug fixes and features that were brought up in the discussion forums have been addressed and added into the game. Thank you to everyone who made suggestions. I often get used to doing things in-game in a certain way, so fresh eyes and voices are always welcome! Bugfixes/Changes: · Fixed bug with line of sight coming from machine gun units in casema… | — | |
| In-game event | Hotfix - June 23 Hi all, Added a minor but really nice QoL feature that was brought up in the message boards. Quick turnaround on this update, as it was fairly simple to implement, and it's something I wanted available in the game ASAP. Bugfixes/Changes: · Scroll speed can now be customized. · Grey areas at edge of screen has been widened. New Localization keys: · SETTINGS_SCREEN_VERTICAL_SCROLL_LBL · SETTINGS_… | — | |
| In-game event | Hotfix - June 23 Hi all, Added a minor but really nice QoL feature that was brought up in the message boards. Quick turnaround on this update, as it was fairly simple to implement, and it's something I wanted available in the game ASAP. Bugfixes/Changes: · Scroll speed can now be customized in both the settings screen and from the pause menu. New Localization keys: · SETTINGS_SCREEN_VERTICAL_SCROLL_LBL · SETTIN… | — | |
| In-game event | Update - June 17 Hi all, Quick turnaround on this update, as there were a couple of fairly important fixes to be made. The most important one is the repair of the default localization file. There were some issues with the localization file due to the fact that I had used Excel to create it. This caused a few hidden escape characters and formatting issues that didn't appear until I viewed the file as a plain-tex… | — | |
| In-game event | Update - June 10 Hi all, This update once again mostly consists of rebalancing and bugfixes as reported in the discussion forums. Thankfully none of them were particularly large or time-consuming to implement, so I'm able to get this update out fairly quickly. I'm open to any suggestion or criticism, so I really appreciate all the time you've committed to helping me make this game better. Bugfixes/Changes: · Fi… | — | |
| In-game event | Update - June 3 Hi all, This update mostly consists of rebalancing and bugfixes as reported in the discussion forums. There is one new feature available, however, which is the inclusion of a unit list screen on the Order of Battle screen. This list allows you to filter units based on unit type, unit size, and unit status. Bugfixes/Changes: · Added a new unit list to the Headquarters screen that allows you to v… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.