
We use cookies to help give you the best possible experience on our site. Strictly necessary and functional cookies support login and shopping cart features, they cannot be disabled. Performance cookies support site performance analysis. These are optional and will be disabled if you click on Reject.
By clicking Accept you agree to our use of Performance cookies as detailed in our Privacy Policy.
Accept Reject
Welcome back to Decision Point.
It has been some time since the first development diary. Shortly after that post, the project received a publishing offer, and much of the period since has been spent in discussions and negotiations about its future.
Those discussions have now been concluded, and I’m happy to say that Decision Point is being published by Matrix Games.
This allows the project to be developed with the level of time and support that wouldn’t have been possible otherwise. As a result, the release window has moved to Q1 2027, giving more time to properly develop the systems and improve the overall presentation.
Decision Point continues to be built around intent-based orders using NATO doctrine, AI subordinates that execute those orders in real time, and Decision Points that allow the player to react when combat or disruption changes the situation.
Real-world terrain, operational objectives, Main Supply Routes, scenario creation, and multiplayer remain central parts of the experience. For a fuller introduction to these systems, readers can look back at the first development diary.
Decision Point will feature near-future ORBATs for the US, British, Ukrainian, and Polish Armies against those of the Russian and Belarusian Armies, across battlefields in Eastern Ukraine and the Suwałki Gap area of Poland.
The aim remains the same: to create a tactical wargame built around intent, execution, and adaptation on an evolving battlefield.
Development has continued throughout this period, and the next series of dev diaries will begin to show much more of the game in detail.
These diaries will cover:
In particular, the use of NATO symbology to create the feeling of commanding forces from a real command post or C2 station.
How players issue intent to the AI, plan operations, and respond when enemy contact changes the situation.
How Decision Point structures a battlegroup into task-based Companies, Platoons, and Squads, and how that organisation supports command and control.
A closer look at how terrain is visualised, how time of day affects gameplay, and what tools are available to help players read and understand the battlespace.
An overview of combat from detection to engagement, including the influence of armour and terrain, and how to interpret the results.
An introduction to the Battle Balance indicator, a tool designed to help players quickly assess the balance and likely direction of a combat engagement.
How indirect fires are deployed and coordinated to support manoeuvre and fit into the wider plan.
The role of airpower in Decision Point, how to employ it, how to control its effects, and how to counter enemy air action.
Advanced control of infantry and drones carried by frontline forces, including how and when to deploy them, and how to plan their actions at the right moment in an operation.
This new stage gives Decision Point a stronger foundation and the time needed to reach the standard the game requires.
The goal remains to create a tactical wargame about intent, execution, and adaptation, grounded in real doctrine, real terrain, and the realities of modern combat.
Decision Point, developed by NCED Wargames and published by Matrix Games, part of Slitherine Software, is planned for release in Q1 2027.
More will be shown in the upcoming dev diaries.