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Devlog
Devlog — Oct 5 (later): Free movement across the battlefield
October 05, 2026
by
ataxy73
Development update: the changes below are complete in the new build and awaiting upload to itch.io. The next step for Trench is more freedom over where your men stop. Since this morning's update, move...
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Devlog — Oct 5: Clearer orders, readable nights, and a steadier battlefield
October 04, 2026
by
ataxy73
Since the last update, I've been working on making Trench easier to read and command. The October 4–5 improvement pass is now in the browser build: clearer orders, more dependable pauses, better vis...
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Devlog — Sep 24 (later): A guided first battle, a campaign, and the field telephone
September 24, 2026
by
ataxy73
The second update today is about how a battle feels . It also answers a question from the first play-tests: why did one bad push so often end the whole battle? Men break before they die A squad now br...
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Devlog — Sep 24: Everything to scale
September 24, 2026
by
ataxy73
A short follow-up to yesterday's big update. After the first look at the new village and church maps, one thing jumped out: the tank and the buildings didn't look the right size next to the men. So la...
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latest build
September 24, 2026
by
ataxy73
enjoy the latest build with procedurally generated map, tank, sniper and scouts...
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Devlog — Sep 23: Tanks, snipers and digging in anywhere
September 23, 2026
by
ataxy73
Big day for Trench. The prototype started with one question: after you take the enemy's first trench, do you push on or dig in? Today I gave you a lot more to answer it with. New on the field A Mark V...
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Test release
September 23, 2026
by
ataxy73
this is a test release, to see the public response...
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