Regroup
A downloadable game for Windows
A turn-based WWII tactical strategy game about survival behind enemy lines.
Overview
Regroup is a single-player, turn-based tactical strategy game set during World War II. You command a small squad of U.S. paratroopers dropped deep into occupied France after the D-Day landings.
Cut off from friendly forces, your squad must fight its way through hostile territory, surviving desperate engagements, managing limited supplies, and making difficult decisions that determine who lives and who does not.
Gameplay
- Turn-based tactical combat.
- Grid-based movement with line of sight.
- Cover, flanking, ambush and suppression mechanics.
- Action point system with meaningful tactical choices.
- Permadeath, fallen soldiers are lost permanently.
Campaign Structure
The campaign takes place on a node-based map of occupied France. Each node represents a combat encounter, a narrative event, or a key story moment.
- Random narrative events with multiple choices.
- Procedurally generated nodes.
- Resource management through limited supplies.
- Branching paths leading to different final missions.
- Two possible endings: Cherbourg or Dieppe.
Setting & Tone
The game focuses on small-unit warfare rather than large-scale battles. The tone is grounded, serious, and intentionally unforgiving, emphasizing isolation, attrition, and survival behind enemy lines.
Key Features
- Turn-based tactical combat.
- Persistent squad with permadeath.
- Randomized nodes with events and encounters.
- Strategic resource management.
- Line-of-sight based engagements.
- Dynamic accuracy system influenced by cover, flanking, and suppression.
Development
This game was developed as an academic thesis project using the Unity engine. The primary goal of the project was to apply proper software engineering principles, including modular system design, state persistence, scalability, and maintainability, within the context of a complete and playable game.
The project places strong emphasis on clean architecture, reusable systems, and clear separation of gameplay layers such as campaign logic, tactical combat, artificial intelligence, and user interface.
Credits
All programming, game design, and core systems were developed by myself.
All assets used in the project were either created by myself or sourced from
publicly available asset libraries. Any third-party assets and their respective
creators are fully credited in the in-game credits menu.
| Updated | 5 days ago |
| Published | 17 days ago |
| Status | Released |
| Platforms | Windows |
| Author | GamahRay |
| Genre | Strategy |
| Tags | Historical, Indie, Perma Death, Roguelite, Singleplayer, Tactical, Turn-based, Turn-Based Combat, Turn-based Strategy, Unity |





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