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Front Supply

Videogame In planning
Front Supply

A logistics-focused RTS concept: capture factories that automatically produce units, protect their supply convoys and raid enemy shipments for resources, upgrades and a chance to turn the front.

Genre
Real-time strategy / battlefield logistics
Mechanics
Factory capture, automatic production, supply convoys, raids, loot, upgrades and manual unit control
Style
Stylized 3D military retrofuturism with industrial factories and readable vehicle silhouettes

The front runs on supplies

Front Supply is a real-time strategy concept built around capturing factory sites that continually produce units. Holding the right points creates reinforcements, but keeping them supplied is what lets your front keep moving.

Physical convoys carry supplies through the network between headquarters, depots and factories. That traffic creates another battlefield behind the main line: a small raiding force can interrupt the production supporting a much larger army.

Front Supply RTS gameplay concept showing blue and red factories, tanks, a supply convoy ambushed on a river bridge, supply routes, resources and a unit-command interface
Early gameplay and interface concept; the displayed objectives, capacities and resource values are illustrative.

Capture a factory, keep it working

Factory points are the source of automatic reinforcements. Different sites could produce tanks, infantry, artillery, air defense or repair units, making the choice of which point to capture a strategic decision.

The proposed supply network connects those sites to headquarters and resource depots. Deliveries feed production; a lost route or intercepted convoy can starve a factory of its next reinforcement. Existing units can still fight while you try to restore the supply chain.

Local capacity and production limits are among the balancing ideas being explored. The final factory roster, delivery timing and rules for isolated sites still need to be tested.

Protect your shipments. Raid theirs.

Resources are generated periodically and transported across the map. Convoy routes need protection, and shipments give an opponent opportunities to attack away from the strongest part of your front.

Destroyed convoys can leave cargo that either side can recover. The captured resources could pay for factory upgrades, stronger units or commander abilities, linking a successful raid to the next offensive.

The gameplay concept shows metal, fuel, moving supply lines and an ambush on a bridge. The exact resource types, cargo values and upgrade costs remain design questions.

Automatic reinforcement, tactical intervention

New units can follow a factory's rally destination, keeping reinforcements moving without individual orders for every arrival. Manufactured tanks remain selectable and can also be commanded manually for flanking, raiding or convoy protection.

Direct tactical control remains available alongside automatic movement. A command-capacity system or limits on manual intervention are possible balancing tools; their form has not been decided.

The planned loop is capture, supply, reinforce, raid or defend, recover cargo and upgrade. The front shifts as players gain points or disrupt the network behind them.

A visible war machine

The proposed visual direction is stylized, slightly retro-futuristic 3D military design. Large factories, recognizable tank silhouettes and clear roads, bridges and forest areas make the supply network readable from an angled RTS camera.

Trucks moving toward factories, new tanks rolling out of their gates and interrupted routes are intended to show how the army works through the scene itself. The supplied artwork explores a mountain valley, a river crossing, industrial landmarks and opposing blue and red forces.

Front Supply is the title on the supplied poster. The project is under planning; the economy, capture rules, victory conditions and balancing systems still need to be developed.