Some Update in HUD
Hi everyone,
it’s been quite a while since my last post about Italia 1915-1918: Great War Logistics, and a lot has changed since then, so I thought it was time for an update.
The short version: the game is now on Steam. It has been in Early Access since July 23, 2026, and there is also a free demo that lets you play the first week of the war (May 24-31, 1915).
Steam page: Italia 1915–1918 : Great War Logistics on Steam
What the game is
It’s a management and logistics game set behind the Italian front in the First World War. You don’t fight in the trenches: you run a rear-area camp of the Italian Army from May 1915 to Vittorio Veneto. Food, ammunition, medicine and mail have to reach the front, the wounded need care, morale has to hold, and the Supreme Command keeps asking for more as the war goes on.
I built the camp like a diorama that comes to life: soldiers follow a daily schedule, trains come and go, ambulances shuttle to the front, the weather changes, and at night the sirens sound, the searchlights go on and the men run to the shelters.
What’s new since my last post
- Airfield with four Italian aircraft (Pomilio PE, Hanriot HD.1, Caproni Ca.3, Ansaldo SVA 5), named pilots and historical aces
- Night air raids by Gotha G.IV bombers, with searchlights, the Lancia 1Z anti-aircraft truck and shelters
- Heavy artillery minigame with the 305 mm howitzer and the 381 mm railway gun, on engraved firing maps
- Mule columns carrying supplies up to the mountain front, and dog patrols
- Hospital with red-code emergencies, ambulances and up to 300 beds
- Mountains and forests around the camp (about 67,000 fir trees), rebuilt lighting and sky, moon phases, and month-by-month weather based on the real climate of Friuli
- A 1915 map of Italy where the front line moves with the date
- Over 100 dated historical events, 88 archive notes and 41 period photographs
- Daily reports, a camp newspaper, medals, missions, 39 Steam achievements, and Baffo, the camp cat
- Fully playable in Italian, English, French and German
Made entirely in Godot
Everything runs on Godot 4.7 (Forward+), written in GDScript: a bit over 500 scripts, roughly 140,000 lines including the test tools. 3D models are made in Blender. During Early Access I moved the project from 4.6 to 4.7 without major problems.
Addons that made a real difference:
- Terrain3D for the terrain and its instancer for the forests
- GodotSteam for achievements and the overlay
- AssetPlacer and Road Generator for laying out the camp
A few things that worked well for a small team, in case they’re useful to someone:
- A headless autoplay harness. The game can play itself for N turns with
--headlessand logs every script error and odd value. I run it before every build, and on the exported builds too. It catches problems I would never find by playing by hand. - Demo and full game from the same project. A flag in a constants script switches demo mode, and a small
EditorExportPluginreplaces the textures used only by late-game content with 4x4 placeholders. The demo build is about 0.4 GB lighter and doesn’t ship the late-game art. - Localization with CSV and
tr(). A small script checks for missing or broken keys in all four languages, and a build doesn’t go out until it’s clean.
What’s next
The next updates will bring the Military Pigeon Loft and the Barbershop, plus more of what players ask for. Most of the changes in recent versions came straight from their feedback.
If you try the demo, I’d love to hear what you think, about the game or about how it’s built. Happy to answer any questions about the Godot side of the project.
Thanks to everyone who keeps Godot going: this game wouldn’t exist without it.
Davide (Carrot Game Studio)
A quick note on the tools I used. Everything comes together in Godot, but the assets go through a few other programs first:
- **Godot** - the engine: gameplay, UI, lighting, everything you see running
- **Blender** - modeling for buildings, vehicles, aircraft and props
- **Character Creator** - the soldiers and the other characters
- **iClone** - character animation
- **Marmoset Toolbag** - baking and texture painting
- **InstaMAT** - texturing
- **InstaLOD** - mesh optimization and LODs
- **Affinity** - 2D art, UI and documents
- **Tree It** - the trees for the forests
It’s a lot of programs for a small team, but each one saves me a lot of time on its part of the job.
How many people works in your studio?
interesting, it’s rare to see WW1 games set in the alps, what made you take this route instead of west or east?
It’s my son and me; we already come from the gaming industry, and this is our own personal project.
Because we’re Italian ;-)?
It makes a little bit sense tho even in my country that experienced most destruction from WW1 we don’t learn about it much, nor people care much as it is for WW2 but it nice to see some game about mountains finally not just same muddy landscapes
Nice graphics. The game theme isnt much talked about in England. Some TV, although ww1 was generally a bad experience.
It’s true—perhaps it was far less spectacular. In WWII, tanks, warships, and aircraft delivered a fast-paced spectacle, whereas the First World War mostly meant being pinned down in artillery-blasted craters. While Italy and its allies did emerge victorious against the Central Powers, the game doesn’t focus on frontline combat. Instead, it centers on the logistics and resource management behind the lines—a crucial side of the conflict rarely explored in gaming.






















