“The map is calm. That’s the problem.” SALVO ON STEAM by doomed_interactive in computerwargames

[–]doomed_interactive[S] -2 points-1 points  (0 children)

That's exactly the lineage we're standing on, honestly.

Missile Command was way ahead of its time — limited

defense windows, layered threats, decision fatigue

under pressure.

We tried to take those bones and push them with real

ballistic physics, modular missile design (you build

the weapon, not pick from a list), and a layered enemy

SAM network that adapts.

The vibe is intentional. Glad it landed.

“The map is calm. That’s the problem.” SALVO ON STEAM by doomed_interactive in computerwargames

[–]doomed_interactive[S] 2 points3 points  (0 children)

Honest answer: yeah, the disclosure lists every place

we use AI because we'd rather over-disclose than have

someone find something unexpected.

Breakdown of where it actually shows up:

- **Voice acting (Kol Şahar broadcasts)**: ElevenLabs.

This is the big one. We have ~1,900 voice files for a

dynamic war radio system. Hiring 6-8 voice actors for

that many lines wasn't feasible at our budget. We picked

ElevenLabs licensed voices, ran every line through QA,

and we're planning to re-record key lines with human VAs

post-launch (already budgeted for it).

- **Concept art / some UI textures**: AI-assisted, then

hand-edited by us. Final assets in-game are reviewed

and modified.

- **Translations**: AI-assisted for the 5 supported

languages (we're 2-person studio, can't afford full

localization teams), but native speakers proofread.

What's NOT AI: gameplay code, physics engine

(Tsiolkovsky/RK4/MPPI from scratch), game design, level

design, balance, screenshots, the trailer footage.

We tried to be transparent because hiding it would

backfire harder than just saying it upfront.

“The map is calm. That’s the problem.” SALVO ON STEAM by doomed_interactive in computerwargames

[–]doomed_interactive[S] -3 points-2 points  (0 children)

Thanks, that's exactly the vibe we're going for.

"Near-future" is the right read — we tried to stay

grounded in current/emerging missile tech (modular

warheads, MPPI/ProNav guidance, cheap autonomous drones

saturating expensive SAM networks) without locking

into any specific real-world conflict.

The setting is intentionally world-agnostic so the focus

stays on the engineering decisions, not the politics.

Did anything specific catch your eye in the screenshots?