$11.99War Footing Win the Peace Before the War
Run a nation's defenses in the tense years before an invasion, then fight with the army you built.
Is War Footing worth it?
War Footing is worth it if…
- you like the army-building phase of strategy games more than the battles themselves
- you enjoy budgets, trade-offs and procurement spreadsheets more than twitchy combat
- you want short, thoughtful sessions where each run is a new planning puzzle
- you prefer clean, pared-back design over spectacle
- you like turn-based strategy where preparation is the real game
Screenshots
The war is won before the first shot
Most war games hand you an army. This one hands you a budget, a procurement office and a deadline. Each turn is a week, and every week counts twice: once for what you build, once for what you give up. Buy tanks from abroad and they arrive sooner but cost more. Fund domestic industry and it pays off later, if later comes. Raise garrison infantry or invest in armor and aircraft. Keep the generals, the politicians and the diplomats satisfied enough that the money keeps flowing.
The tension is quiet and constant. You are not losing territory yet, you are running out of time. Then the invasion begins, and the force that meets it is exactly the one your choices produced. If you enjoy the buildup phase of a grand strategy game more than the war itself, this is that phase, made the whole game.
Eight ways to be invaded
There are 8 scenarios, each with its own starting conditions, resource constraints and enemy configuration. One gives you an industrial base to lean on, another starts you weak against a force that outnumbers you. The invasion date, the enemy order of battle and your own economy all shift, so the plan that saved you last time may need rethinking.
The scenarios can start to feel familiar after five or six hours, so come for the buildup and the planning more than endless variety.

















