01Why history
I’ve always loved military history, but most games about it let you play with the benefit of hindsight. You know where the attack is coming. You know which decisions turned out to be mistakes. The people actually making those calls didn’t, and that gap is the thing I find interesting.
So my games try to put you in that position: in charge of something, working with limited information, and living with whatever happens next.
02How it started
I don’t come from a games background. I’ve worked in sales, marketing and finance, and games were always the hobby I kept coming back to. During Covid I started modding Hearts of Iron IV, got hooked on how games actually work under the bonnet, and taught myself from there through courses, prototypes and a lot of dead ends.
Fieldcraft is what that turned into. It’s still one person fitting development around the rest of life, one project at a time, trying to get a bit better with each release.
03Where things stand
Field of Command is the main project and gets most of my time. Convoy Duty is heading for Steam, with a free preview you can play in your browser now. Sovereign Tides is on pause. It isn’t cancelled, and I’d like to get back to it and build a proper demo, but I’m not going to pretend I can work on three games at once.
There are other ideas in the notebook too. They’ll show up here when there’s actually something to play, and not before.
04Built with players
Working alone makes it easy to convince yourself something is good when it isn’t. Putting playable versions out early and hearing what people actually think has saved me from that more than once, on everything from small usability fixes to real changes in scope and direction.
I won’t get everything right, but I’ll be straight about the state of things and I’ll listen. If you want to tell me something, Discord is the best place to find me.