FIELD OF COMMAND

FIELD OF COMMAND

Lead formations.Seize ground.Break the enemy line.

Grow your command through a persistent World War II campaign, from platoon to army scale.

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A unique style of RTS designed for straight up tactical combat and scalable command. Deploy on true historical battlegrounds, using persistent authentic units led by an active chain of command.

Gameplay capture from the free preview.

Gameplay

Straight into battle.

A compact tactical loop: deploy formations, manoeuvre for control, and strike with powerful call-ins.

  • 01Deploy

    Formation cards arrive ready to fight.

  • 02Manoeuvre

    Make the angle. Armour into the flank.

  • 03Strike

    Call the guns and break the line.

Real gameplay capture from the free preview.

Scroll to the battlefield

The Campaign

Campaign atlas and roadmap · War in the West

The first campaign follows the same timeline of real battles. The British career comes first. German, French, and American careers join later and fight the same ground from the other side.

France 1940 campaign poster

Campaign chapters

    Status
    Ships in
    Sides

    Beyond the War in the West

    Other theatres to explore.

    Future files Eastern Front concept poster Pacific concept poster

    What Sets It Apart

    Rise Through Command

    Start with a platoon and earn your way up. Every promotion opens a bigger kind of battle, with more people depending on your decisions.

    Commissioned ranks

    Lieutenant near Dunkirk (1940) Captain in the desert (North Africa) Major in Italy Colonel at Normandy (1944) General on the Rhine (Germany 1945)

    Real History

    The main road follows the record: the British Army in France, from training camps to Dunkirk. Real places, real units, real pressure.

    Quiet early-war country in France before the campaign breaks open France 1940 under artillery, smoke, and armour

    Alt History

    Alternate campaigns start from the same record, then test plausible forks like an invasion of Britain. Each branch is sealed, labelled, and separate from the main campaign.

    Dover and the Channel under a tense but quiet sky Alt-history invasion pressure at Dover and the Channel

    Persistent Order of Battle

    Your regiments keep their names, officers carry their scars, and attrition persists from battle to battle. Your campaign career shapes a persistent Order of Battle, where every survivor grows in veterancy and every loss requires a fresh replacement.

    Order of battle · three missions

    Mission 1: Fresh British infantry section in the trenches of Belgium, 1940 Mission 2: Heavy combat and bombardment in France; one soldier falls leaving a gap Mission 3: A battle-hardened veteran survivor alongside a fresh young replacement recruit

    Development

    TECH 01 WEBGPU TECH 02 LOCKSTEP TECH 03 SHARED ECS

    Built on new technology.

    The renderer runs on WebGPU. The battle runs on deterministic lockstep. One shared simulation powers every mode. All of it written from scratch for this game.

    • WebGPU rendering
    • Lockstep netcode
    • Shared simulation

    Community driven.

    Playtests, Discord, and feedback shape the game. The roadmap is ambitious, but we ship it step by step with players in the loop.

    • Early access builds.
    • Multiplayer events.
    • Help shape future files.

    Join Discord

    From vibejam to launch.

    Field of Command began life at vibejam 2026, ranking number 10 of 945 submissions. The road to launch is walked in the open, one release at a time.

    • Web Preview
    • Steam Early Access
    • Full Release

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    Wishlisting on Steam is the single best way to support the game before Early Access. Every wishlist helps more commanders find it.

    A production of Fieldcraft Games