Manage camp morale and army resources in harsh conditions. Direct the flow of wounded, take control of individual cases, and develop your skills and those of your staff. Live in the camp and come to know the people you command. Meet expectations in Survival Rate and Camp Efficiency, or be replaced.
Korea, 1951- The Pusan Perimeter is secure and Seoul was taken back once more, but it has taken a toll. The former commander of this MASH battalion was last seen running naked into the wilderness, A.W.O.L. You have been plucked from your chosen background life to take his place at the new frontline, just south of the 38th parallel.
You decide who gets treated first, and you try to keep them alive while they wait. Become familiar with trauma considerations such as assessment of blood volume, internal bleeding and patient distress.
Save up supply points to acquire additional materials for camp upgrades or luxuries.
Use Influence to gain favors from Rear Echelon brass or neighboring army battalions. This switchboard conveniently lets you work multiple channels at once...
...but be ready to deal with static interference, or it will harm your Influence.
Meeting expectations in Survival and Efficiency will depend heavily on the people you assign to leadership roles. Through the clerk office and your office, you can review their performance and seek out the best people for the job.
Morale shifts up or down according to the ratio of stress everyone feels vs. their stamina. Manage a host of effects on those attributes like survival rate, proximity of the war front, quality of meals, camp conditions, camp policies, weather effects, and more. Keep morale up so everyone works more efficiently, and so the medics don’t lose their composure when the pressure is on.
You and all the medical staff have a set of generalized medical skills, and all except for nurses have a specialization and a damage-type focus. It can all be upgraded through usage or by spending points upon leveling.
Extensive in-game documentation that exists in context. For example, the tutorial is expanded and broken up on there as separate Training Modules.
STRESS RELIEF - A variety of activities for you and the camp population to engage in. Some already exist.
WEATHER SYSTEM - Can affect stamina, the composition of wounds, camp maintenance, and supply. So far includes only dynamic cloud formation and one season, with minimal effects from wind and temperature.
AFFINITIES - People in the camp population will make friends and form social groups over time, which will cause you to be careful about who you install in the chain of command because morale can be infectious.
TRAITS - Will tie into the Affinities system and determine some things like how people spend their free time and what kind of worker they will be.
-- No in-game art, textures or models were created with A.I. except where the game’s silver eagle logo appears.
-- Most sound effects were recorded and mixed by me using a Zoom portable digital studio and Blender.
--The telephone switchboard static interference and some U.I. sounds were created by me using LeshySFCreator.
-- All music was written and mixed by me using MuseScore Studio 4.
-- All other sprites and textures were created by me using Windows Paint3D or Blender.
-- Most models were either created by me in Blender or cobbled together with primitive objects in Unity. A few models come from or are based on models from the Windows Paint3D community.
-- No A.I. code was used.