field manual · in-development document

What is being built

rev. 2026-10 — every claim below maps to something the build does today, or is marked planned.

01 The game

Open Ground is a real-time tactics game. Modern day, isometric, in the lineage of Close Combat, Combat Mission, Sudden Strike 2 and Men of War — but built around one idea: every soldier on the field is individually simulated.

It is RTT, not RTS. No base building, no resource harvesting, no tech tree. You get your men, the terrain, and the plan. Single-player only, and honest about it — authored missions, campaigns and configurable skirmishes are the game.

the pitch in one line: you command by intent; the soldiers do the soldiering — and they might disagree if the plan is suicidal.

02 Command model

Orders are intents, not clicks-per-action. You tell a squad where to be, how to get there and under what conditions; the men work out the cover, the bounding and the rest.

03 The simulation

The core is a deterministic C++ simulation. Every man, every tick:

Vehicles & devices

A tank towing a truck out of the mud
the sim writes the story: the tank took the truck in tow after the ambush

04 The field remembers

05 Under the hood

piecewhat it is
sim coredeterministic C++ engine — a seed is the whole battle; same seed, same story, every run
ABIa stable C interface between sim and renderer — other renderers/tools can sit on it
rendererGodot 4.7 + C++ GDExtension — the men, the fog, the command UI you see in the videos
replaysdeterminism means a replay is a seed + orders; a bug report is reproducible by construction
contentscenarios and campaigns are JSON; faction kits, catalogue objects and art live in packs — modding is a format, not a promise

06 Content

07 In the lab — spikes

Test missions exist to prove a mechanic before it becomes a shipped feature. These are playable prototypes, not promises — each one is a real scenario running on the real sim today, but it hasn't graduated to shipped missions yet.

Naval insertion — the zodiac raid

A Sahel-style Atlantic coast, rainy morning: a French commando team (green berets, suppressed rifles, NVGs) sits 170 m offshore in a zodiac. Order them to the shore — the boat sails in, they go over the side and swim the surf while the boat withdraws out to sea. Across dunes and forest lies a radio compound: plant charges on the mast and the ammo depot, EXECUTE the demolition, call the boat back and EVAC at sea.

Combined-arms breach — breakthrough

Eastern Europe, dawn drizzle: a generated front line stands between you and the rear — mine signs, concertina wire, dragon's teeth and hedgehogs, an anti-tank ditch, a trench with strongpoints, and a gate on the road with a minefield under it. Engineers clear lanes through the mines, riflemen cut the wire, the tank and APC take the strongpoints while mortars walk the battery behind. Take the gate, blow the ammunition dump, get through — and hold the counter-attack that comes the moment the gate falls. Twenty-five minutes; keeping the tank alive is optional but honorable.

Mud as a mechanic — rasputitsa

Eastern Europe, 1950, the spring thaw: a tank and a troop truck must cross a mud belt that spans the whole map — the road is washed out under it. The tank lays ruts, the truck follows into them and bogs down, and the tank's cable has to tow it out while an enemy mortar on the ridge shells the crossing. Men on foot are slow but quiet; the village on the far side is garrisoned, and there are civilians in it. Thirty minutes.

more spikes get listed here as test missions land — each entry is a scenario name you can already run in the dev build.

08 Honest not-yet list

Things other games in the genre have that Open Ground does not claim today:

09 Roadmap

stagewhere it stands
dev videoshappening now — two public, more as mechanics land
demoafter the sim's behaviour layer and the campaign track are proven on camera
steam pagethe day the $100 Ko-fi goal hits — the wishlist goes up
early accessno date promised; shown, not promised

Follow the build on YouTube, argue about it on Discord, read the devlog on the blog.