Slitherine and dev Frag Games release the first Dev Diary about Bolt Action

Started by Boggit, January 28, 2026, 07:14:41 AM

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Boggit

This looks like it could be a lot of fun.

I'm really intrigued as to what this game will finally look like. Will there be a campaign carrying your units throughout the war, or will it just be individual skirmishes?

One thing I thought good is that the community are invited to engage with the developers in the thread to help make a better game. Something we'll really like. :ThumbsUp:

I just got this press release from Paulo @ Slitherine, and thought you might like it:

Slitherine and developer Frag Games released the first Dev Diary about the incoming Bolt Action game, created in partnership with Warlord Games.  Dev Diary #1 kicks off our behind-the-scenes journey, showing how we're building a turn-based tactics game while keeping Bolt Action's soul.

Screenshots: https://drive.google.com/drive/folders/1sZiiChMontJ87Fg8waCufiTvMJKE7G6y?usp=drive_link
Steam Page: https://store.steampowered.com/news/app/3856030/view/541128612120628420?l=english

Bolt Action Dev Diary #1
Reimagining the Front Line
Hello everyone! We're very excited to start bringing you regular updates from the development trenches.

We know the skepticism that comes with a beloved license. We've all seen "PC adaptations" that strip the soul out of a tabletop game to make it "accessible." So our designers spent weeks in "boot camp": reading rulebooks, painting minis, rolling dice, measuring distances with tape, and feeling the genuine panic of a FUBAR roll.

We learned a lot, and we're still learning. But the one thing we DID know from the beginning was that we didn't want to build a digital version of Bolt Action. Bolt Action already exists! Playing a table-top experience will always remain special.

What we want is the best Turn-Based Tactics videogame built on the Bolt Action ruleset. Sharing the game we love with a different audience.

The Mechanics: Authentic Bolt Action
In game design, the medium decides how rules and mechanics are adapted. Board games and video games are very different mediums but we're committed to translating the spirit of the rules (when possible).
We'll do deep dives on where the PC game differs dramatically from its source. But first, let's celebrate all that is still the same.

1. The Six Orders
We haven't touched the fundamental decision-making loop. Every time you activate a unit, you are faced with the exact same six tactical choices.

Fire: Optimal shooting, no movement.
Advance: Tactical movement with a penalty to fire.
Run: Double movement, no firing.
Ambush: Reactive fire during the enemy's turn.
Rally: The essential cleanse to remove pins.
Down: Reduced chance to be hit.

2. Suppression: Pins, Order & Morale
Pinning units to decrease accuracy and force order tests is as important as killing them.
Positioning units to maximize officer morale bonuses and abilities is critical.
Units are not just health bars, they won't fight to the last man, they can be broken.

3. Penetration, Armor and Facing
Vehicle combat is a game of penetration and positioning. Just like on the tabletop.

Armor Values: Tanks have armor. Small arms will not damage them.
Penetration: That Light Howitzer with the 25-PDR AT Shell is exactly what you'll need to take out that Panzer. Just find the right angle.
Facings: We calculate front, side, rear, and top armor. Hitting an open-topped, armored vehicle with a mortar remains a viable (and satisfying) tactic.

4. High Explosives (HE), Direct & Indirect Fire
We've preserved the technical distinction between Direct and Indirect fire.

Ranging In: For indirect fire (e.g. Mortars), we've kept the "Zeroing In" math. Your first shot against a static target is less accurate, and improves each turn.
AoE Damage: Units have varying high explosive radii, which applies more pins and deals area damage.
Modes of Fire: Some units can have different modes of fire. E.g. Howitzers can do direct or indirect fire.

5. Platoons, Point Costs & Experience Levels
Platoons are still the structure that determines which units you can take in your army. All units still have point costs and experience levels. All hail the inexperienced light mortar!

Experience Levels: Squads can be inexperienced, regular or veteran. This affects their health points, morale and evasion.
Platoon Variety: What's your flavor: Armored or Artillery? The best kind of question. Personally, we love Engineers with Flamethrowers.

6. Squad Loadouts & Customization
Your army is unique and customizable. You have the same granular control over your roster as you do when building a physical army list.
Infantry Granularity: Add riflemen (within limits) to your squad, equip an LMG (Team Weapon), or swap your NCO's rifle to a Submachine Gun for assault.
Vehicle Upgrades: A tank is a modular platform. Upgrade your Sherman with a pintle-mounted .50 Cal for an extra anti-infantry punch, or pay the premium for Veteran crews to increase your Morale and "Snap to Action" reliability.

Visual Customization: And of course you can customize the look of your army. Choose your division, customize your colors. Be creative, we dare you.
The Road Ahead

We're building a game for the person with five unpainted armies sitting on their shelf, but also for the strategy fan who wants a WWII game with complex rules and deep gameplay.

This is just the beginning. Over the next few diaries we'll dive into how your favourite mechanics have been adapted. Everything from Order Dice Economy to Pins and Morale Systems.

Community Question: Which national characteristic are you most excited to see in action? The American "Fire and Maneuver," the British "Artillery Support," or the dreaded German "Hitler's Buzzsaw"? Tell us in the comments. We're listening.

 
The most shocking fact about war is that its victims and its instruments are individual human beings, and that these individual beings are condemned by the monstrous conventions of politics to murder or be murdered in quarrels not their own. Aldous Huxley

Foul Temptress! (Mirth replying to Gus) ;)

On a good day, our legislature has the prestige of a drunk urinating on a wall at 4am and getting most of it on his shoe. On a good day  ::) Steelgrave

It's kind of silly to investigate whether or not a Clinton is lying. That's sort of like investigating why the sky is blue. Banzai_Cat

undercovergeek

If they didn't want to build a digital version of bolt action then why not and what is this going to be 🤦�♂️🤷�♂️

Sigwolf

Quote from: undercovergeek on January 28, 2026, 01:30:18 PMIf they didn't want to build a digital version of bolt action then why not and what is this going to be 🤦�♂️🤷�♂️
That is answered in the next sentence, "What we want is the best Turn-Based Tactics videogame built on the Bolt Action ruleset."  So, well, um, something like a digital version of Bolt Action, maybe?   :ROFL: