Factory and logistics
Resource nodes feed a grid-based build area where players design machines, refine materials, and ship supplies to the war effort.
TWB Trenchworks is a darker factory-and-war game set inside The World Beneath. Players do not directly command every soldier. They harvest, refine, manufacture, and ship the inputs that let their side survive the trench line.
The war itself is fought by computer-controlled armies: two sides dig toward one another, hold trenches, fight above and below ground, and eventually push toward total annihilation.
The player builds on the factory side. The war unfolds on the war side. Better supply lines should create better pressure at the front.
Resource nodes feed a grid-based build area where players design machines, refine materials, and ship supplies to the war effort.
The front is simulated by faction AI. Infantry, emplacements, runners, engineers, and artillery specialists push and break according to the supplies they receive.
The warzone is grid-based like the factory. Armies start apart, dig toward one another, form trench lines, and create pressure above and below ground until one base can be bombarded and destroyed.
Riflemen, engineers, runners, medics, gunners, and specialists are being organized into a visual roster the war simulation can use.
Static positions, wire, mortar points, and machine gun nests should make the front feel like a grinding trench system, not a flat skirmish board.
Trenchworks is not replacing the main game. It is a separate playable lane that explores industrial pressure, faction conflict, and world-scale consequences inside the same broader creative umbrella.
Trenchworks needs more runtime proof, visual polish, and a clearer first milestone before it should be treated as a public playable release. For Kickstarter, it is best presented as the next project lane rather than a finished game.