• Battle of the Bulge New announce
  • Desert Fox Now Available
  • Drive on Moscow 2.0

Q&A Session with Desert Fox Designer Mark Herman, Watch Now!

Live Q&A Session with Designer Mark Herman Time & Place: Google Hangout OnAir, Thursday, April 17th at 4:00pm EDT

Head here to watch the broadcast:  

Why is the map divided the way... Read More »

Development Diary: Tim and Travis Bid Farewell

Tim Day and Travis Chandler have been working at Shenandoah Studio for the past six months and, later this week, will head back to Drexel University to continue their... Read More »

Fuzz Testing Gettysburg: The Tide Turns

As we mentioned in our last update, we are using MVC as our software development pattern for Gettysburg: The Tide Turns. Currently, we are focused on the Model and... Read More »

Channeling the 70s – Gettysburg: The Tide Turns in Command Line

Today, most of us interact with computers through graphical interfaces. We use an input device such as a mouse or controller to manipulate objects on a screen. Increasingly we... Read More »

Mapping Gettysburg: The Tide Turns

A wargame’s heart and soul is its map. It is the leading character, the first and last thing a player sees. In the past, we’ve gone into the artistic... Read More »

A Week of Gettysburg Playtesting

In the week we launched Drive on Moscow, high school interns Nick Bolger and Shay Inkpen, from the Kimberton Waldorf School, joined us at the studio and spent the... Read More »

Gettysburg: The Tide Turns Playtesting: A Tense 3 Turn Match

This week we present a playtest game from Adam Schneider, one of our stalwart testers. We hope this gives you greater insight into Gettysburg: The Tide Turns. – Brad

For... Read More »

Gettysburg: The Tide Turns – Design Diary #7: Testing

In previous design diaries Eric has discussed combat, movement, and art direction (twice). . Today he continues his previous post on playtesting. He uses a recent internal playtest result to show how gameplay is... Read More »

Gettysburg: The Tide Turns Design Diary #6: Testing

In previous design diaries Eric has discussed combat, movement, and art direction (twice). Today he tells us about the playtesting process, which is unusual in part because we start... Read More »

Gettysburg: The Tide Turns Design Diary #5 – Art Direction Part 2

This week we dive deeper into art direction with artist Rob Shields. He reveals the process behind key decisions in unit appearance, information management and more. Read our previous... Read More »