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All Quiet in the TrenchesEventsDev Diary #033 - Injuries, Balancing and Stories
Community

Dev Diary #033 - Injuries, Balancing and Stories

All Quiet in the Trenches · published 18 Apr 2026, 14:53 UTC

All eventsPlayers around this dateRead on Steam

With the Hospital Update, we have completely overhauled the wound system. The previous model, which categorised wounds as minor, moderate and severe, has been replaced by a system that more accurately reflects where and how a soldier is injured.

Location- and type-based injuries

An injury now consists of two components, the location of the injury:

  • Arms

  • Legs

  • Torso

  • Head

and the type of the injury:

  • Bruise

  • Graze

  • Penetration

  • Cut

  • Stab

  • Shrapnel

  • Fracture

  • Explosion

as well as special cases, such as trench foot.

Consequences of injuries

Injuries directly affect a soldier's effectiveness. Injured arms e.g. make it harder to shoot, while injured legs decrease mobility. The type of the injury determines the severity of the impairment and also the amount of bleeding in battle.

As already described in the Dev Diary on diseases and complications, complications also play a central role in the case of injuries. A critically wounded soldier who is not treated in time may e.g. suffer from blood loss and circulatory collapse.

However, even a soldier who has already been treated or is less seriously wounded may develop complications over time in battle or in the trenches. For this reason, it is now possible to send a soldier to the hospital at an early stage, even if he's still fit for duty.

Balancing: Fitness and Exhaustion

As part of the changes, we have also adjusted the balancing: Fitness has now been renamed to Physical Condition and can increase or decrease much more rapidly. If a soldier has many complications, this leads to a significant decline of his physical condition. Even a recovered soldier is therefore not automatically fully fit for duty straight away, as he tires more quickly when performing tasks and is also more vulnerable to illness.

Exhaustion has also been adjusted. Overall, managing exhaustion should be significantly easier, particularly in the first few months of the war. During trench phase, soldiers will be less exhausted, but they will regenerate slightly more slowly in camp.

As the fundamental changes to the systems mean that things now work quite differently, balancing will remain a key focus for us in the time after the update.

New Stories

As with every update, we have written more diary entries (around 15 new stories), which mainly deal with topics such as death, physical and mental illness, and disability.

More from All Quiet in the Trenches

Other announcements

All events
Game update8 Sep 2026Small Patch 0.13.1Patchnotes Balancing · Added a requirement for the Storyteller skill that the soldier must have been in the troop for at least 3 months Bugfixes · Fixed potential error in lieutenant feedback after battle · Possible hotfix for an error when lootingMajor update7 Sep 2026Road to End of War Update 0.13 – now live!Update 0.13 for the Road to End of War is now live! The key features of this update are: · New skills, stories and improvements · Seasonal clothing and uniform variations · Preliminary version of the final year of the war for testing purposes Important note: Save files from earlier versions are no longer compatible. If you wish to complete an existing playthrough, you can switch back to the pre…Community21 Aug 2026Dev Diary #036 – Uniforms & Seasonal ClothingHello everyone, Over the past month, we’ve been working on several projects simultaneously. Alongside new diary entries, we’ve also started developing a major new feature for the Trench phase. However, as this feature requires a bit more time, we expect to be able to release it in one of the updates after the next one. There have also been some developments on the visual front: In response to n…