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Isonzo Trading Cards & Point Shop Items!

Hello soldiers!

As you might’ve read in our latest devblog, we now have Isonzo Steam Trading Cards & Point Shop Items!



We saw in our Discord that there was some general confusion of what the cards do, how you can get certain items etc. so here’s a little overview!

How do I get these cards?

If you purchase and play a game, you’re automatically awarded a number of cards. For Isonzo, the max number of cards you can obtain by playing is 5. In total there are 10 cards. Once you have all 10 of them, you can craft a badge (see the image above).

You can find the cards you have in your Inventory, which you can find on your Steam profile. To view your badge progress, you can simply click on an Isonzo card you own and click the button ‘view badge progress’



If you own all 10 cards, you’ll be able to craft your Isonzo badge. If you do not, you’ll be able to purchase the remaining cards from the Steam Market by clicking on ‘buy remaining cards on the Market’.



If your Steam friends own a card that you’re missing, you’ll also be able to ask them to trade on this screen. Just scroll further down.



What happens when I craft a badge?

Crafting a badge will reward you with some xp for your overall Steam profile/account. Additionally, you can enable the badge to be visible on your profile & you're able to gain some of the other items, like the backgrounds.



What do the different kinds of badges mean?

Each time you craft a badge, the badge will become visually more impressive and reward you with more xp. Crafting a badge each time means that you’ll need the 10 different Isonzo Trading Cards each time as well.



The special foil badge can only be crafted with special foil cards. Like the other cards, these are randomly distributed.

If other players put them on sale on the Market place, you’ll be able to purchase them, similar to the normal cards. You can find the Steam Market simply under the Community Tab (a menu will appear when you hover over it), or by clicking here. Simply type 'Isonzo' in the searchbar to see what items are available for purchase.



Please note that we're not responsible for the prices. These are put up by the sellers themselves.

What are the Point Shop Items?

The Point Shop is a special shop, specifically for Steam Profile & chat items (stickers, emotes). You’re rewarded Steam Points by simply purchasing games on Steam, so we’re sure you got some ;)
Here you’re able to exchange your Steam Points for profile backgrounds and emoticons. Find the Isonzo Items here.

Will you add animated backgrounds, profile pictures etc.?

This is definitely something we want to look into in the future!

[h3] Hope this helps![/h3] ːpizzonzoː

Devblog #58 - Meet the Dev 04

Hello soldiers!

The devblog is arriving early this time! And besides meeting another member of the devteam, we have exciting news!



Yes that’s right, Isonzo now has Steam Trading Cards & Point Shop Items! We know many of you have been asking for it, and we’re happy to finally share this with you. Time to Isonzo-fy your Steam profile!



[h2] Survey Reminder [/h2]

In the previous devblog, we’ve asked you all to fill in our player survey. This is to make sure that we’re putting our development focus in the right areas, and to keep our fingers on the pulse of the WW1 Game Series community.

Many of you have already done so, thank you very much! This is a reminder for the people who might’ve missed it (or forgot it). You can click here to be redirected to the survey.

We’ve heard some of you struggling to fill in the survey due to the Google login requirements. This is a safety precaution. We’ll look into other alternatives for future surveys.

Now let’s meet another programmer in our team!

[h2] Meet the Dev [/h2]

Hello! Could you introduce yourself

Hi, my name is Nico, I’m 39 years of age and I live in Utrecht, right in the middle of The Netherlands. I studied Computer Science at the University of Groningen and moved here to Utrecht in 2012 to work at a game company. After moving back and forth between different fields of software development for a few years, in late 2015 I decided to start a freelance career.

I was introduced to the WW1 team on literally the first day of being a freelancer, and worked with them on Verdun for a few months initially. I didn’t become a full-fledged member of the team until the end of 2017 though, when Tannenberg was in development.

What is your role in BlackMill Games and for the games?

“Officially”, I’m no longer a member of the BlackMill team! I left at the end of last year and rejoined on a consultancy basis to work on the FidelityFX Super Resolution 2.2 (FSR2) implementation and to help out in other areas that I have knowledge of.

Before that though, I was primarily responsible for the console ports of the WW1 games. This started with just technical work: integrating various console features, optimization work and producing builds. Over the years, I’ve taken on more responsibilities including QA, release management and managing communications with Sony and Microsoft.

Where did your passion come from?

From playing games as a kid back in the ‘90s, as trite as it may sound. I was an impressionable child and anytime I saw someone make or do something cool, I’d be like “I wanna do that too!”. Computers, games and programming are what stuck around long enough to become a career and I can’t complain about it. If I had pursued a career in music, comic book drawing or operating drawbridges, I probably would have struggled a lot more in life.

Playing other people’s games and seeing how they were made is what made me passionate about creating games myself. Fortunately, I had a knack for programming and I learned a lot from modding existing games while still in middle school. Throughout my studies, I kept up-to-date with what was happening in graphics technology, worked on hobby game projects of my own, and tried to make choices with the idea of someday working in game development in mind. I’m glad that that worked out in the end, even if it took me a while to get there.

What was the first thing you made in Isonzo?

The first thing I did for Isonzo was to make it run on the Xbox One console. This was shortly after the console release of Tannenberg in mid-2020, so the production of Isonzo was already well underway by then. It was not a pretty sight. The game ran at barely 10 fps on the Xbox One X and that was despite the maps still being very basic and missing a lot of the details that made it into the final release. A lot of work has been done to whip the game into shape since then.



What is a memorable moment in the development of Isonzo?

Very recently, the moment FSR 2.2 first started working in Isonzo and I could see the potential of what it would bring to the game. It felt like I was looking at an offline render, rather than something that was being drawn in real-time. Everything looked sharp with clean edges, distant objects were displayed with perfect clarity and details popped like never before. It was at that moment that I knew my gamble to work on this research project had paid off.



Of course, a still shot like this is a bit flattering and there were plenty of problems yet to solve once things started moving around, but this gave me the motivation to promote the feature to the team and to really push for its inclusion in the game. Fortunately, it was not too hard to convince them of its value and I’m very happy with the way they supported me to get FSR2 across the finish line.

Another memorable moment is an older one, when I was first testing builds of Isonzo on PS5. That console is quite a bit different from the Windows and DirectX environments that we’re so used to, so it often has a lot of unique issues that crop up. Initially, all of the shaders were completely broken, causing all sorts of bogus pixel values to be drawn and together with bloom and other post-processing effects, it made the entire map light up like a Christmas tree. I affectionately called this glitch ‘Disco Isonzo.’



In general, I look back fondly at the last few months of development before release and witnessing the game gradually come together thanks to the hard work from everyone on the team. Getting Isonzo to run, look and play decently well on consoles felt like an impossible task at times and I would not have been able to do that on my own without everyone pulling together and making it work.

Can you show off some of your work process and tell us what you’re doing?

A lot of my time is spent looking at code, which is not the most visually exciting thing to be showing off. Lately though, I have been doing a lot of performance analysis and bug fixing using GPU profilers, so I can show some of that.
Below is a GPU timing snapshot of a typical single frame on Xbox One S



When I first ran tests of FSR 2.2 on Xbox One, I was very sceptical whether it was going to be worth it. 6 milliseconds of GPU time to run FSR2 on a budget of 33 ms (to hit 30 fps), with nearly 8 ms spent on post-processing in total. No way would that ever be compensated by rendering the game at a lower resolution internally.

But I was wrong. In fact, the game ran considerably better with FSR2 enabled, even on the least capable consoles. On some maps, for example Fior, the frame rate jumped from the mid-20’s to the low 40’s while walking around in the forest. Not only that, using FSR2 also helped to smooth out the performance spikes in more graphically demanding areas. It was a true game changer!

Just a few weeks before we were going to launch FSR 2.2 on consoles, I received a report that players were able to see ghost images of each other through walls on PS5. It was pretty bad.



This was clearly an issue with motion vector rendering, and it’s something that had plagued us before, but we never figured out what caused it. I was mindful of this problem when I worked on FSR2 and specifically checked for it, but as it turns out, it only happens on PS5 and Xbox Series X|S and nowhere else.

It’s crucial for FSR 2.2 that motion vectors are correct, so this time I had to really dig into this problem and find out why it was happening. A GPU capture confirmed that indeed, all was not well with the motion vectors:



The color buffer on the left is perfectly fine: the other player is obscured by the rock and not drawn, as you would expect. However, the motion vector buffer on the right clearly shows the other player. This causes FSR2’s image reconstruction to think those pixels should be moving, and so it will make a ghost image appear on the rock.

It took me almost a full day and a lot of pouring through GPU data to finally figure out that Unity was for some reason adding an arbitrary offset to meshes when drawing motion vectors for moving objects, which drew them closer to the camera. In this case, close enough that the player model was considered to be in front of the rock and its motion vectors were drawn. Just a small change to the motion vector shader code fixed this and FSR2 was good to go again.

At the moment I am still working on further refining and improving our FSR 2.2 implementation. One often-heard complaint is that scopes have become blurry and smeary, making them hard to use. This is because the scope’s zoomed-in view isn’t a proper part of the main scene, and so FSR2 doesn’t really know what to do with it. The correct solution for this problem isn’t super obvious, so it took us a while to understand what we needed to do here.



What you want in this case is for the scope image to be composited into the scene, that is, for it to just get glued into the final picture without any further modifications. Fortunately for this, FSR2 has the ability to take a composition mask as an input, which tells it which pixels should be left alone. So, the challenge for us was to isolate the scope lens and draw it to a separate composition mask. The above image shows the result of that. We’re also doing the same for water surfaces as those too are animated texture effects and require special treatment by FSR2.

Which other game dev/studio inspires you?

Historically, id Software has been a great source of inspiration for me. They were always at the forefront of PC gaming technology. Their Doom and Quake games allowed me to get a start in modding and game programming. Their generous open sourcing of their engines allowed millions of aspiring game developers, myself included, to learn and understand how games work under the hood. Without them, I don’t think I would be working in game development today.

A bit closer to home, I’ve always had a deep respect for Nixxes and the quality of the conversion work they’re doing. From all the way back in the Dreamcast days up until today, whenever Nixxes ports a game to another platform you know that a lot of care and attention will have been put into it. I look at their work as a reference for the quality I should be striving for.

Favourite game atm?

The last two years I have been captivated by Soulsborne games. I keep coming back to Dark Souls, Bloodborne and Dark Souls III. Last year’s Elden Ring was an amazing experience. Lies of P which comes out later this year is looking very promising too.

Whenever I want to hang out and chat with my friends, PUBG is still my game of choice. Paradoxically, despite being a rather hardcore and deeply unforgiving game, it offers a lot of quiet moments too where you can just chill and have fun together.

While everyone else is being hyped by the shiny new Final Fantasy XVI right now, I’ve been intrigued by the Pixel Remasters of the classic Final Fantasy titles. Currently I’m playing through Final Fantasy V for the first time and I’m thoroughly enjoying it.

Finally, recently me and my friends discovered Placid Plastic Duck Simulator which is extremely silly, as you’re literally doing nothing but watching rubber ducks bob around in a pool. However, it is strangely fascinating and I’ve already spent way more hours on it than is sensible.

Anything else you want to share?

For anyone who may be dreaming of working in game development someday, the best I can say is: be proactive, be curious, and make things! Even if you’re repeating what someone else has already done before you, the best way to learn is by doing and then showing other people what you’re capable of. Never stop being curious.
Thank you everyone for reading and I hope you found it interesting to see some of what went on behind the scenes on the console side of Isonzo and what we’ve been doing lately to further improve the game.

[h2] Film Memoir [/h2]

Don’t forget that the Film Memoir mode is available for free until August 4 for all our games. You can enable this by going to Settings -> Graphics. We hope you enjoy this special feature and create some fun & interesting footage.



Additionally, Verdun & Isonzo are currently both discounted.

https://store.steampowered.com/app/242860/Verdun/

https://store.steampowered.com/app/1556790/Isonzo/

[h3] See you next time soldiers o7 [/h3]

The beginning of the Great War

Hello soldiers,

On this day in 1914, World War One had officially begun. What many initially thought as a 'short' conflict, turned into an international battlefield for 4 years and changed the world forever.
To commemorate this, we've enabled the Film Memoir mode for you all to experience for free, even if you don't own the Digital Goods. This provides a new experience in the game, so be sure to check it out! You can use this feature for free until August 4th. You can enable the feature by going to Options > Graphics.

[previewyoutube][/previewyoutube]

You can share your screenshots and video clips with us in our Discord or on our social media when using the filter!



[h2] Other ways to remember [/h2]

Additionally, we’ve arranged a list of activities you could do remember this important day in history.
  • Visit a memorial monument
    Depending on where you live, there might be a WW1 memorial monument nearby. See if you could visit and pay your respects.

  • Visit a museum with a WW1 exposition
    Again, this is depending on where you live, but potentially worth going there. Visit a museum with a WW1 exposition brings you a little closer to the events that took place. There might be even a special tour regarding this important day in history.

  • Read a book regarding the Great War
    Books can be important means of media to remember history, but they can also be used for entertainment purposes. Fiction or non-fiction, there are many books regarding the subject of WW1. Here are a few you could read on this day.
    - A Mad Catastrophe: The Outbreak of World War I and the Collapse of the Habsburg Empire by Geoffrey Wawro. Delving into the “dark heart” of Vienna, Wawro shows how it goaded Serbia and Russia into war, before tracing the wavering fortunes of the Royal and Imperial Army as it faced off against two strong opponents and, ultimately, nearly collapsed after just three months of fighting.
    - The White War: Life and Death on the Italian Front, 1915-1919 by Mark Thompson. Featuring many well-known characters of the Italian front such as General Luigi Cadorna, Ernest Hemingway and Gabriele D’Annunzio, it shows us what happened when Italy joined the First World War and fought so hard for a victory that was, in the end, a “mutilated” one that would poison her body politic for generations.
    - Death of a Hero by Richard Aldington. Semi based on the author’s own experience during World War One, the story follows George Winterbourne, who enlists in the British Expeditionary Army during the Great War and gets sent to France. After a rash of casualties leads to his promotion through the ranks, he grows increasingly cynical about the war and disillusioned by the hypocrisies of British society.

  • Watch a movie/series centering WW1
    You might not have much free time to read a book or visit a place. Movies/series are also a great media to remember what happened and experience stories of what (could’ve) happened. Here are a few recommendations:
    - All Quiet on the Western Front (1930/1979/2022). All based on the novel with the same title by Erich Maria Remarque, it’s for many a must-watch if you’re interested in history and World War One. You might’ve only seen one movie adaptation. Now is a good time to give others a chance too!



    - 1917 (2019), directed by Sam Mendes. You follow the story of Blake & Schofield. The date is April 6th, 1917 and an infantry battalion assembles to wage war deep in enemy territory. It’s up to them to deliver a message that will stop 1,600 men from walking straight into a deadly trap.
    - Apocalypse la 1ère Guerre mondiale (2014). Originally a French, mini documentary tv series, it is highly acclaimed as it doesn’t solely focuses on the the relatively known Flanders and France battles, but also the generally unknown Italian-Austrian, German-Polish-Russian, Japanese-German, Ottoman Empire- Allied and African German Colonies, and other unknown or forgotten fronts and battles. Later translated into English for international audiences as ‘World War 1: The Apocalypse’.

  • Play a World War One game
    Fully immerse yourself and experience World War One (to a certain extent of course)! Join the Western-, Eastern and/or Italian Front in our games. Hold a moment of silence before you start the battle with your fellow soldiers* in a match. And of course, can always play another WW1-inspired game in your library that you might have.

    *this not referring to a moment of silence that’s triggered by the game, more a suggestion of what you can do as players yourself.


[h2] Anniversary Sale [/h2]

Additionally to the free Film Memoir mode, you can find Verdun discounted with 75% off & Isonzo’s Veteran- & Reverse Units DLC on sale as well.

https://store.steampowered.com/app/1815512/Isonzo__Reserve_Units_Pack/

https://store.steampowered.com/app/1815513/Isonzo__Veteran_Units_Pack/

[h3] Lest We Forget [/h3]

Devblog #57 - Meet the Dev 03

Hello soldiers!

Before we get into meeting a new developer, we have a small request.

[h2] Isonzo Survey [/h2]

We're asking for you help! We've created a survey for you, the Isonzo players. We want to make sure that we’re putting our development focus in the right areas, and to keep our fingers on the pulse of the WW1 Game Series community.

Answering these questions will help us make a better game and will also help us bring in new players and communicate better with our fans. Click here to be redirected to the survey.

Thank you so much in advance!

Now for the man of the hour, meet one of our progammers!

[h2] Meet the Dev [/h2]

Hello! Could you introduce yourself

Hi! I’m Tijmen, a programmer on the WW1 Game Series. Unlike many of my colleagues, I didn't purposefully enter the game industry, it was a rather gradual transition from making websites and backends to becoming a fulltime game developer. I’ve been doing this for about 15 years, and I joined the WW1 Game Series team in 2016.

What is your role in BlackMill Games and for the games?

At BlackMill Games we luckily have a very flat structure, everyone is invited to contribute in their own way. For me that fluctuated over the years I’ve been here, but currently I'm the generalist programmer, focussing on performance and graphics.

Where did your passion come from?

Although the creative aspect of making games is appealing, what I enjoy most is collaborating with so many talented people to make an idea into reality. It's really exciting when that character movement you’ve programmed gets hooked up to a 3d model made by an artist, walks through the world thanks to the animators, and syncs up perfectly with the footstep sounds from the audio designer. No individual could do all those things, making a game like ours really reliant on so many expertises.
This was really apparent during the weeks and days before Isonzo’s release. The whole team and product came together and delivered one of our best games so far.

What was the first thing you made in Isonzo?

For the series in general, the first big thing I worked on was the Horrors of War update for Verdun! That certainly feels like 100 years ago.

For Isonzo in particular it's quite difficult to say, we didn't have a clear point where we went from working on one game to the other. Especially considering how much we still work on our older titles, the lines get a bit blurry.

From the archives i can see i’ve added the italian main menu on Tuesday 6th of August 2019, and added a goofy placeholder image as a game icon.

What is a memorable moment in the development of Isonzo?

Spawning has been a large part of my work, seeing all that come together is great. It's a system that has evolved with the series, and our ever increasing scope.
For Verdun our mappers manually placed each and every possible spawn point, but with Tannenberg’s increased map size this became unfeasible. We created an algorithm that would evaluate the safest spots on the map, think trenches and dugouts, and automatically place points there.

Isonzo’s maps are even larger, so we continued with this automatic system. However the Dolomiti map especially made it quite obvious that this game is very different. A crater in the flat Poland map was a great spawnpoint, but a similar crater in the Italian Alps might just have a cliff right after, allowing the enemies to shoot and potentially spawn kill you. We tried many different ways of improving our algorithm, including searching vertically as well.



However this never really got the right results, our playtests still were plagued with poor spawn locations. The solution came from one of our mappers, who casually suggested they would really like to paint how safe a particular area is. The idea would be to augment the algorithm with human input. A week later, our safety-painting-tool was born:



Our AI programmer instantly jumped on this opportunity, and made the bots also follow these safety suggestions. This is why they will prefer to walk in a trench, rather than in an open area.

With this added data we can generate all spawnpoints, remove the ones near enemies and other dangers, and then pick the best one.



A system like this is really tough to develop, working on this alone in my basement trying to estimate how players would behave is very difficult. The playtests we do really help, but it's not until the game is out with a lot of players that you can really fine tune a system like this. No game gets it absolutely perfect, but I feel like we’re in a pretty good spot with spawning at the moment.

Can you show off some of your work process and tell us what you’re doing?

I’ve just wrapped up a bunch of work to improve our sector drawing tools. We need a way to know and shade in what area of the map you are, and when you are in a capzone. The artist draws these areas in engine, however those tools were quite dated.



Next up, I'm addressing how we bundle assets in our game. Currently, even for a minor patch, there is a small download, but Steam takes a long time to patch the relevant files. This is because all our maps are currently in the same file. If we split those up patching will be much faster.

Which other game dev/studio inspires you?

We certainly learn a lot from other studios, resources like GDC, Siggraph etc. are invaluable to us. If I had to pick a certain studio, I’d say Guerilla Games does tremendous work with their Horizon series, despite being in Amsterdam ;)

Favourite game atm?

I don't have that much time to play games right now, but whenever I have a moment to spare I enjoy a game of Hearthstone Battlegrounds.

Anything else you wanna share?

Yeah I’d like to thank the community for so many great interactions! We have a dedicated channel to highlight fanmail and cool community projects, and that never fails to put a smile on my face.



[h2] Still Sale-ing [/h2]

The Steam Summer Sale might've ended, but we've still have a sale going on! Besides Isonzo being available with 50% off, you can now get some DLC packs discounted as well. Get that dripsonzo.

https://store.steampowered.com/app/1815511/Isonzo__Alpine_Units_Pack/
https://store.steampowered.com/app/2214671/Isonzo__Expedition_Units_Pack/

Ooh and before we forget, be sure to keep an eye out for a future announcement 👀

[h3]Until next time soldiers![/h3]

Devblog #56 - Meet the Dev 02

Hello soldiers!

The dev team is working hard throughout the summer! While continuing to work on improvements, bugs etc. the team is also busy with the new map which will release this summer: Piana! We're currently not ready to show/tell anything about it, but we will eventually! Be sure to look forward to it.



It's time for you to meet another member of the BlackMill team. If you're part of our Discord server, as you should be, then he might be a familar face. Or should we say beak 🦆

Here's our Operations Director, Thomas!

Hello! Could you introduce yourself

Hey! I’m Thomas, I’m the Operations Director at BlackMill Games. I’m 30 years old and I’m from Groningen in the northern Netherlands. To people in Amsterdam or just not in the North in general, I live north of the wall in Game of Thrones, but honestly it’s been weeks since I last saw a White Walker.

Besides working in games I enjoy cooking (mostly Mexican and Chinese but you can wake me up for almost any cuisine), and the occasional board game (The Crew is one of my favourites).

What is your role in BlackMill Games and for the games?

I work at BlackMill Games as the Operations Director, although I started as a Producer almost four years ago. My task is that everyone knows what should be made next and when it should be done.

For every update, I make sure that all work is started in time, everyone is aware of deadlines and priorities, and I communicate with our lovely marketing team, external QA, localisation, et cetera. I’m a bit of a spider in the web! 🕷

Where did your passion come from?

My journey in games started in 2011 when I studied Communication & Multimedia Design. I chose the game branch because of the awesome people and because the collaborative nature of game development resonated with me!

I had a small company first, made a small Steam game called Super Flippin’ Phones. After that I did some freelancing. Then in 2019 I wounded up at BlackMill Games! My drive is to remove planning stress from the team, so they can focus on making great code, art and more; and to cultivate a good studio culture based on trust and empathy.

What is a memorable moment in the development of Isonzo?

One of the major improvements I worked on for Isonzo’s development was the Closed Testing. Verdun and Tannenberg both had an early-access release, but we didn’t want this for Isonzo, so we needed to make sure our initial release would be worthy of a full release. Seeing our Closed Testing community play our game for the first time was incredible!

After the first session, we updated the game 33 times pre-release – and know that every release takes a lot of effort from the team, even if we’ve done it 1000 times – all while still developing the game. We did 38 testing sessions in alpha and beta, and I’m extremely happy with the results and the effort of our testing group!

Can you show off some of your work process and tell us what you’re doing?

A downside of my job is that I rarely have shiny creations to show, haha. Currently I am working on managing the next couple of Isonzo updates. Every update has a big checklist that starts approximately two months before release.

We usually start planning the trailer for an update eight weeks in advance, and a map has to be ready a month in advance. This adds up, with dozens of small steps (like making store images for new DLC) that all need a time, a place and a developer. This isn’t counting development, which needs to be 90% done around this time! My job here is to track all of these small steps and inform everyone if there are changes.

It isn’t always chronological, either. Currently we are working hard on the special game mode that will be in the map update after Piana, while we also did a huge technical update for Isonzo two weeks ago. As you can hopefully see, this requires a lot of juggling of priorities, and it’s my job to make sure that the other developers can focus on their job instead of worrying which patch to focus on this week.

Which other game dev/studio inspires you?

My most played game in the last five years has been Hunt Showdown. Other than playing it, I’m also watching Crytek’s update strategy and how they communicate with the community. They have similar issues in that they have to stick to era-appropriate weapons (somewhat) so it’s interesting to see how they deal with this!

What is your favourite game at the moment?

Hunt Showdown definitely deserves a second mention here. Please check it out; it takes place around the turn of the 19th century so it has a lot of WW1 weapons. I would have previously pitched it as a small-scale battle royale, but since its release, “extraction shooters” have gained popularity, and Hunt is also easily pitchable as a smooth, no-nonsense extraction shooter without tedious inventory management.

Other than that, I’m playing some science-fiction games currently like Citizen Sleeper, which is really special. It’s a weird blend of narrative adventure and resource management, you constantly feel chased but you’re also making friends along the way (who aren’t doing much better).

Anything else you wanna share?

No, but I would be very grateful if you (the reader) would please send me their favourite comfort food recipes in the comments or in the #food channel in Discord! Thanks for reading :)

[h2]The Summer Sale is still going[/h2]

The Steam Summer Sale is still going! You can complete your Isonzo collection by purchasing the DLC or go to the other fronts in Verdun & Tannenberg. Additionally, you can also participate in our giveaway on Twitter!

https://store.steampowered.com/app/2214671/Isonzo__Expedition_Units_Pack/




[h3]Until next time soldiers![/h3]