Stuck in a Trench

Stuck in a Trench

About the Game

YOU ARE NOT THE SOLDIER. YOU ARE NOT EVEN THE GENERAL.
YOU ARE THE HIGH COMMAND.

From the quiet of the War Room you shape a nation's fate. Appoint generals, fund perishable heroes, and send soldiers into procedurally generated trench networks where every choice matters. When a general falls, their failure becomes your institutional advantage: Lessons of War are awarded at campaign end and spent on a persistent tech tree that changes how every future campaign plays.

Stuck in a Trench is a roguelite autobattler, where you act as the High Command: appoint generals, learn from battlefield outcomes, and turn those hard-earned lessons into institutional upgrades. Each completed campaign grants persistent "Lessons of War" used to unlock technologies, tactics, and doctrines that reshape every future front.

Key features

  • Triple-layer gameplay: High Command (meta), General (campaign), Soldier (tactical runs).

  • Procedural battlefields with crossroads, dead ends, and emergent encounters.

  • Permadeath for soldiers; campaign defeat yields Lessons of War for permanent upgrades.

  • Deep, data-driven progression: 75+ base stats, 30+ meta-tactical characteristics.

  • Perishable Hero system: invest Field Intel in a single soldier for huge short-term gains at great risk.

  • War Room upgrade: Or invest in future soldiers and increase their chance of success

  • Time runs out: Each mission progresses the war timer, take to long, and the General will fail

  • Lessons of War: Where one General falls, the next steps up. Transfer your learnings to the new General

  • Multiple mission types: Extraction, Search & Destroy, Survival, Rescue.

  • Eternal Front post-campaign endless mode for replaying completed campaigns with no time pressure.

Initial Release