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12 Months: Vietnam

AlphaSixGames · AlphaSixGames

12 Months: Vietnam

gameAppID 4233120Released
Release dateJan 10, 2026

Game Charts

Player statistics

Default: last 7 days, hourly. · Stale · Range: 6/20/2026, 7:02:32 AM - 6/20/2026, 7:36:57 AM

Current Players0
24h Peak0
All-Time Peak0
24h Player-Hours0 h

Player History

PeriodAvg. PlayersGain (total)Gain (%)Peak Players
Last 24 Hours000%0
Last 7 Days000%0
Last 30 Days000%0
Last 12 Months000%0
2026-06000%0

Details

DeveloperAlphaSixGames
PublisherAlphaSixGames
FreeNo
Required ageNone

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

Genres and categories

StrategySingle-playerCamera ComfortCustom Volume ControlsFamily Sharing

Platforms and requirements

windows: yesmac: nolinux: no
PC
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  "recommended": "<strong>Recommended:</strong><br><ul class=\"bb_ul\"><li><strong>OS:</strong> Windows 11<br></li><li><strong>Processor:</strong> Intel i5<br></li><li><strong>Memory:</strong> 8000 MB RAM<br></li><li><strong>Graphics:</strong> 8 GB VGA </li></ul>"
}
Mac
[]
Linux
[]

Ratings and content

dejus{"rating_generated":"1","rating":"12","required_age":"12","banned":"0","use_age_gate":"0","descriptors":"Violência"}
steam_germany{"rating_generated":"1","rating":"16","required_age":"16","banned":"0","use_age_gate":"0","descriptors":"Gewalt"}
igrs{"rating_generated":"1","rating":"15","required_age":"15","banned":"0","use_age_gate":"0","descriptors":"Kekerasan"}
Show raw AppDetails
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      "name": "12 Months: Vietnam",
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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 &amp; 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 &amp; 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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