Details
EntwicklerAlphaSixGames
PublisherAlphaSixGames
KostenlosNo
AlterKeine
Experience the Vietnam War through the eyes of an administrative officer who observes the first few missions but never sees combat again — only the paperwork of war. Lives, morale, service time, and survival depend on your choices. Everyone is replaceable... including you.
1965, Vietnam.
You arrive at an Airborne Brigade not as a frontline fighter, but as the administrative officer responsible for keeping a platoon alive on paper.
Your decisions determine everything:
– who deploys,
– who rests,
– who gets promoted,
– who goes home,
– and who will remain forever inside a personnel file.
12 Months: Vietnam is a minimalist yet emotionally heavy, paper-based military simulation inspired by historical statistics, period-accurate organization, and real wartime casualty patterns.
Your task is simple only on paper — survive your Tour of Duty while keeping your unit combat-ready.
In reality… nothing about it is simple.
Controls.: Mouse for interaction, Mouse Wheel to zoom in and out on the table, and WASD for movement when zoomed in.
Key Features► Tour of Duty Simulation (12-Month Cycle)Every soldier serves a 12-month tour, with optional extensions up to 3 tours — if morale allows it.
Soldiers constantly:
– arrive
– rotate out
– get wounded
– recover
– die
– change roles
– or extend their service
You must maintain a deployable platoon at all costs.
► Morale System That Truly MattersEvery decision affects morale:
– medals
– rest
– casualties
– promotions
– injuries
– deployments
Low morale collapses the entire unit.
High morale boosts survival — but nobody is bulletproof.
► Injuries and Consequences– Three wounds = automatic discharge
– Severe wounds = permanent removal from duty
– Every death lowers morale and adds pressure on you
► Promotions & QualificationsWartime cares nothing for protocol.
If a leader is needed, even a fresh replacement may be promoted instantly.
The machine must keep turning.
► Paper-Based PresentationThe entire game takes place inside the administrative reality of the platoon:
– dossiers
– reports
– assignment boards
– personnel files
– wounded and casualty logs
No combat.
No cinematics.
Just the quiet horror of paperwork in war.
► A System Built on Chain Reactions
Every choice ripples outward:
→ bad choises
→ more injuries
→ morale collapse
→ an undeployable unit
→ you are relieved from duty
Every campaign is different:
– different casualties
– different outcomes
Infinite replayability — with a finite number of men.
► You Can Send Them Out — But You Can’t Bring Them BackThe game offers:
no reload
no undo
no alternate saves
Every choice is final.
This Is Not… Not an action game
Not a shooter
Not a power fantasy
This is a responsibility–morale–decision simulator, depicting the most invisible yet most brutal side of war: the administrative burden of keeping a unit alive.
The game does not depict:
– civilian casualties
– graphic violence
– real historical tragedies
– war crimes
Everything occurs within fictionalized military structures.
Content WarningThemes include:
– war and military loss
– stress and moral decline
– administrative pressure
– failure and monotony
No blood or graphic violence.
Flashing effects can be disabled.
About the Developer12 Months: Vietnam was created by a solo indie developer with a background in law enforcement.
The goal is not to glorify war, but to reveal its unseen side — where paperwork decides who goes home and who does not.
Your Mission
– Serve your Tour of Duty
– Keep the platoon alive
– And try to keep your conscience intact
Raw AppDetails anzeigen
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"detailed_description": "<p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" ><strong>1965, Vietnam.</strong></p><p class=\"bb_paragraph\" >You arrive at an Airborne Brigade not as a frontline fighter, but as the administrative officer responsible for keeping a platoon alive on paper.</p><p class=\"bb_paragraph\" >Your decisions determine everything: <br>– who deploys, <br>– who rests, <br>– who gets promoted, <br>– who goes home, <br>– and who will remain forever inside a personnel file.</p><p class=\"bb_paragraph\" ><strong>12 Months: Vietnam</strong> is a minimalist yet emotionally heavy, paper-based military simulation inspired by historical statistics, period-accurate organization, and real wartime casualty patterns.</p><p class=\"bb_paragraph\" >Your task is simple only on paper — survive your Tour of Duty while keeping your unit combat-ready.</p><p class=\"bb_paragraph\" >In reality… nothing about it is simple.</p><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" ><strong>Controls.: </strong></h2><p class=\"bb_paragraph\" >Mouse for interaction, Mouse Wheel to zoom in and out on the table, and WASD for movement when zoomed in.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" ><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/4233120/extras/67d80cbaa9dbe920834509c9013b56f3.avif?t=1769887639\" width=1560 height=878 /></span></p><h2 class=\"bb_tag\" ><strong>Key Features</strong></h2><h2 class=\"bb_tag\" >► <strong>Tour of Duty Simulation (12-Month Cycle)</strong></h2><p class=\"bb_paragraph\" >Every soldier serves a 12-month tour, with optional extensions up to 3 tours — if morale allows it.</p><p class=\"bb_paragraph\" >Soldiers constantly: <br>– arrive <br>– rotate out <br>– get wounded <br>– recover <br>– die <br>– change roles <br>– or extend their service</p><p class=\"bb_paragraph\" >You must maintain a deployable platoon at all costs.</p><p class=\"bb_paragraph\" ><span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/4233120/extras/fa750898283b07f295a3ad3fad42bf57.poster.avif?t=1769887639\" width=800 height=450 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/4233120/extras/fa750898283b07f295a3ad3fad42bf57.webm?t=1769887639\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/4233120/extras/fa750898283b07f295a3ad3fad42bf57.mp4?t=1769887639\" type=\"video/mp4\"></video></span></p><h2 class=\"bb_tag\" >► <strong>Morale System That Truly Matters</strong></h2><p class=\"bb_paragraph\" >Every decision affects morale:</p><p class=\"bb_paragraph\" >– medals <br>– rest <br>– casualties <br>– promotions <br>– injuries <br>– deployments</p><p class=\"bb_paragraph\" >Low morale collapses the entire unit. <br>High morale boosts survival — but nobody is bulletproof.</p><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" >► <strong>Injuries and Consequences</strong></h2><p class=\"bb_paragraph\" >– Three wounds = automatic discharge <br>– Severe wounds = permanent removal from duty <br>– Every death lowers morale and adds pressure on you</p><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" >► <strong>Promotions & Qualifications</strong></h2><p class=\"bb_paragraph\" >Wartime cares nothing for protocol. <br>If a leader is needed, even a fresh replacement may be promoted instantly. <br>The machine must keep turning.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" ><span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/4233120/extras/ab0597dc68bcf449e740add15d17bea0.poster.avif?t=1769887639\" width=800 height=450 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/4233120/extras/ab0597dc68bcf449e740add15d17bea0.webm?t=1769887639\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/4233120/extras/ab0597dc68bcf449e740add15d17bea0.mp4?t=1769887639\" type=\"video/mp4\"></video></span></p><h2 class=\"bb_tag\" >► <strong>Paper-Based Presentation</strong></h2><p class=\"bb_paragraph\" >The entire game takes place inside the administrative reality of the platoon:</p><p class=\"bb_paragraph\" >– dossiers <br>– reports <br>– assignment boards <br>– personnel files <br>– wounded and casualty logs</p><p class=\"bb_paragraph\" >No combat. <br>No cinematics. <br>Just the quiet horror of paperwork in war.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >► A System Built on Chain Reactions</p><p class=\"bb_paragraph\" >Every choice ripples outward:</p><p class=\"bb_paragraph\" >→ bad choises</p><p class=\"bb_paragraph\" >→ more injuries</p><p class=\"bb_paragraph\" >→ morale collapse</p><p class=\"bb_paragraph\" >→ an undeployable unit</p><p class=\"bb_paragraph\" >→ you are relieved from duty</p><p class=\"bb_paragraph\" >Every campaign is different:</p><p class=\"bb_paragraph\" >– different casualties</p><p class=\"bb_paragraph\" >– different outcomes</p><p class=\"bb_paragraph\" >Infinite replayability — with a finite number of men.</p><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" >► <strong>You Can Send Them Out — But You Can’t Bring Them Back</strong></h2><p class=\"bb_paragraph\" >The game offers: <br> no reload <br> no undo <br> no alternate saves</p><p class=\"bb_paragraph\" >Every choice is final.</p><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" ><strong>This Is Not…</strong></h2><p class=\"bb_paragraph\" > Not an action game <br> Not a shooter <br> Not a power fantasy</p><p class=\"bb_paragraph\" >This is a responsibility–morale–decision simulator, depicting the most invisible yet most brutal side of war: the administrative burden of keeping a unit alive.</p><p class=\"bb_paragraph\" >The game does <strong>not</strong> depict: <br>– civilian casualties <br>– graphic violence <br>– real historical tragedies <br>– war crimes</p><p class=\"bb_paragraph\" >Everything occurs within fictionalized military structures.</p><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" ><strong>Content Warning</strong></h2><p class=\"bb_paragraph\" >Themes include: <br>– war and military loss <br>– stress and moral decline <br>– administrative pressure <br>– failure and monotony</p><p class=\"bb_paragraph\" >No blood or graphic violence. <br>Flashing effects can be disabled.</p><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" ><strong>About the Developer</strong></h2><p class=\"bb_paragraph\" ><i>12 Months: Vietnam</i> was created by a solo indie developer with a background in law enforcement.</p><p class=\"bb_paragraph\" >The goal is not to glorify war, but to reveal its unseen side — where paperwork decides who goes home and who does not.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Your Mission</p><p class=\"bb_paragraph\" >– Serve your Tour of Duty </p><p class=\"bb_paragraph\" >– Keep the platoon alive</p><p class=\"bb_paragraph\" >– And try to keep your conscience intact</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" ></p>",
"about_the_game": "<p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" ><strong>1965, Vietnam.</strong></p><p class=\"bb_paragraph\" >You arrive at an Airborne Brigade not as a frontline fighter, but as the administrative officer responsible for keeping a platoon alive on paper.</p><p class=\"bb_paragraph\" >Your decisions determine everything: <br>– who deploys, <br>– who rests, <br>– who gets promoted, <br>– who goes home, <br>– and who will remain forever inside a personnel file.</p><p class=\"bb_paragraph\" ><strong>12 Months: Vietnam</strong> is a minimalist yet emotionally heavy, paper-based military simulation inspired by historical statistics, period-accurate organization, and real wartime casualty patterns.</p><p class=\"bb_paragraph\" >Your task is simple only on paper — survive your Tour of Duty while keeping your unit combat-ready.</p><p class=\"bb_paragraph\" >In reality… nothing about it is simple.</p><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" ><strong>Controls.: </strong></h2><p class=\"bb_paragraph\" >Mouse for interaction, Mouse Wheel to zoom in and out on the table, and WASD for movement when zoomed in.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" ><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/4233120/extras/67d80cbaa9dbe920834509c9013b56f3.avif?t=1769887639\" width=1560 height=878 /></span></p><h2 class=\"bb_tag\" ><strong>Key Features</strong></h2><h2 class=\"bb_tag\" >► <strong>Tour of Duty Simulation (12-Month Cycle)</strong></h2><p class=\"bb_paragraph\" >Every soldier serves a 12-month tour, with optional extensions up to 3 tours — if morale allows it.</p><p class=\"bb_paragraph\" >Soldiers constantly: <br>– arrive <br>– rotate out <br>– get wounded <br>– recover <br>– die <br>– change roles <br>– or extend their service</p><p class=\"bb_paragraph\" >You must maintain a deployable platoon at all costs.</p><p class=\"bb_paragraph\" ><span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/4233120/extras/fa750898283b07f295a3ad3fad42bf57.poster.avif?t=1769887639\" width=800 height=450 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/4233120/extras/fa750898283b07f295a3ad3fad42bf57.webm?t=1769887639\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/4233120/extras/fa750898283b07f295a3ad3fad42bf57.mp4?t=1769887639\" type=\"video/mp4\"></video></span></p><h2 class=\"bb_tag\" >► <strong>Morale System That Truly Matters</strong></h2><p class=\"bb_paragraph\" >Every decision affects morale:</p><p class=\"bb_paragraph\" >– medals <br>– rest <br>– casualties <br>– promotions <br>– injuries <br>– deployments</p><p class=\"bb_paragraph\" >Low morale collapses the entire unit. <br>High morale boosts survival — but nobody is bulletproof.</p><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" >► <strong>Injuries and Consequences</strong></h2><p class=\"bb_paragraph\" >– Three wounds = automatic discharge <br>– Severe wounds = permanent removal from duty <br>– Every death lowers morale and adds pressure on you</p><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" >► <strong>Promotions & Qualifications</strong></h2><p class=\"bb_paragraph\" >Wartime cares nothing for protocol. <br>If a leader is needed, even a fresh replacement may be promoted instantly. <br>The machine must keep turning.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" ><span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/4233120/extras/ab0597dc68bcf449e740add15d17bea0.poster.avif?t=1769887639\" width=800 height=450 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/4233120/extras/ab0597dc68bcf449e740add15d17bea0.webm?t=1769887639\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/4233120/extras/ab0597dc68bcf449e740add15d17bea0.mp4?t=1769887639\" type=\"video/mp4\"></video></span></p><h2 class=\"bb_tag\" >► <strong>Paper-Based Presentation</strong></h2><p class=\"bb_paragraph\" >The entire game takes place inside the administrative reality of the platoon:</p><p class=\"bb_paragraph\" >– dossiers <br>– reports <br>– assignment boards <br>– personnel files <br>– wounded and casualty logs</p><p class=\"bb_paragraph\" >No combat. <br>No cinematics. <br>Just the quiet horror of paperwork in war.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >► A System Built on Chain Reactions</p><p class=\"bb_paragraph\" >Every choice ripples outward:</p><p class=\"bb_paragraph\" >→ bad choises</p><p class=\"bb_paragraph\" >→ more injuries</p><p class=\"bb_paragraph\" >→ morale collapse</p><p class=\"bb_paragraph\" >→ an undeployable unit</p><p class=\"bb_paragraph\" >→ you are relieved from duty</p><p class=\"bb_paragraph\" >Every campaign is different:</p><p class=\"bb_paragraph\" >– different casualties</p><p class=\"bb_paragraph\" >– different outcomes</p><p class=\"bb_paragraph\" >Infinite replayability — with a finite number of men.</p><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" >► <strong>You Can Send Them Out — But You Can’t Bring Them Back</strong></h2><p class=\"bb_paragraph\" >The game offers: <br> no reload <br> no undo <br> no alternate saves</p><p class=\"bb_paragraph\" >Every choice is final.</p><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" ><strong>This Is Not…</strong></h2><p class=\"bb_paragraph\" > Not an action game <br> Not a shooter <br> Not a power fantasy</p><p class=\"bb_paragraph\" >This is a responsibility–morale–decision simulator, depicting the most invisible yet most brutal side of war: the administrative burden of keeping a unit alive.</p><p class=\"bb_paragraph\" >The game does <strong>not</strong> depict: <br>– civilian casualties <br>– graphic violence <br>– real historical tragedies <br>– war crimes</p><p class=\"bb_paragraph\" >Everything occurs within fictionalized military structures.</p><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" ><strong>Content Warning</strong></h2><p class=\"bb_paragraph\" >Themes include: <br>– war and military loss <br>– stress and moral decline <br>– administrative pressure <br>– failure and monotony</p><p class=\"bb_paragraph\" >No blood or graphic violence. <br>Flashing effects can be disabled.</p><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" ><strong>About the Developer</strong></h2><p class=\"bb_paragraph\" ><i>12 Months: Vietnam</i> was created by a solo indie developer with a background in law enforcement.</p><p class=\"bb_paragraph\" >The goal is not to glorify war, but to reveal its unseen side — where paperwork decides who goes home and who does not.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Your Mission</p><p class=\"bb_paragraph\" >– Serve your Tour of Duty </p><p class=\"bb_paragraph\" >– Keep the platoon alive</p><p class=\"bb_paragraph\" >– And try to keep your conscience intact</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" ></p>",
"short_description": "Experience the Vietnam War through the eyes of an administrative officer who observes the first few missions but never sees combat again — only the paperwork of war. Lives, morale, service time, and survival depend on your choices. Everyone is replaceable... including you.",
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