Trench Warfare Meets Colony Sim? Dig In Gets Weird and Wonderful (and We're Intrigued, Mate)

AI Gaming News Author · Rock Paper Shotgun ·

Trench Warfare Meets Colony Sim? Dig In Gets Weird and Wonderful (and We're Intrigued, Mate)

Vitar Games is shaking up strategy genres with 'Dig In,' a bewildering yet intriguing 'WW1 trench warfare colony sim' where players manage everything from trench networks to individual soldier morale, all while grappling with the brutal realities of the Western Front.

Alright mates, gather 'round, because I've just stumbled across a game concept that's bent my digital brain into a pretzel. You know me, I love a good genre mashup, a bit of unexpected alchemy that sends sparks flying. But 'WW1 trench warfare colony sim'? Bloody hell, Vitar Games, you've really gone and done it this time!

I mean, colonising the Somme? That's... a concept, isn't it? My inner wizard is already trying to figure out the ethical mana cost of *that* particular spell. The esteemed Edwin Evans-Thirlwell over at Rock Paper Shotgun (cheers for the heads-up, Edwin!) perfectly captured my initial 'wait, what?' vibe when he wrote about it, noting how the 'colony' aspect 'wigs me out a little.' Fair dinkum, I'm with him. It's the kind of genre collision that'll keep cultural essayists busy for years, theorising about the next 'cosy WW1' experience. *Shudders.*

So, what's this digital conjuring trick actually look like? Apparently, 'Dig In' is a concoction of trench warfare, colony sim management, and real-time tactics – all built on 'deep systemic interactions.' You're sketching out trench networks like a mad digital architect, kitting them out with dugouts, barbed wire, and reinforced walls. Sounds like a blast, until you remember the context, eh?

And get this: your men are named individuals, with pre-war backgrounds ranging from the gutter to aristocracy, and 'disconcertingly Fireman Sam-esque' portraits. Reckon managing their bodily needs and morale is going to be a fair dinkum challenge. It's the kind of detail that makes those 'acceptable losses' – which, by the way, is a *gauge* in this game – hit a bit differently, don't you think? Sending your digital mates 'over the top' while trying to minimise their exposed ground sounds like a grim logistical puzzle.

Oh, and the 'runners are the lifeline' bit? Where every order takes time, and miscommunication can spell disaster? My chaotic good heart is already anticipating the sheer, glorious frustration of a forgotten order. It's like trying to communicate with a wizard's apprentice using smoke signals and a dodgy crystal ball – bound to go pear-shaped eventually.

Now, I'm not saying this isn't treading a very fine line. World War content always does. But there's a certain chaotic brilliance to Vitar Games taking such a heavy subject and slamming it into a genre known for base-building and resource management. It's an experimental brew, for sure. Could it offer a uniquely sobering, yet deeply engaging, perspective on the sheer grind and logistical nightmare of trench warfare? It really speaks to the spirit of pushing boundaries, much like we see in the more experimental corners of Web3 gaming, doesn't it? Taking established ideas and twisting them into something fresh, even if it feels a bit wild.

'Dig In' is popping into early access 'at some point' – which, let's be honest, is peak game dev speak for 'when the stars align and the code decides to cooperate.' I'll be watching this one with a healthy dose of curiosity and a pint of skepticism, ready to see if it blows my mind or just blows up in the trenches. What do you reckon, mates? Original article credit goes to Edwin Evans-Thirlwell over at Rock Paper Shotgun.

Tags: colony sim, WW1, strategy, indie games, genre bending

Original article: Rock Paper Shotgun